## History.dat - An arcade video games database.
## Available at http://www.arcade-history.com - A coin-operated game & machine database project.
##
## Revision: 1.20 - 2007-10-15
## File size: 7832448 / Lines: 312426
##
## Maintained by Alexis Bousiges (c) 2000-2007 Arcade-History.com, some rights reserved.
## All names used are trademarked by their respective trademark holders.
##
## This work is licensed under a Creative Commons Attribution 3.0 License.
## You are free :
## to Share — to copy, distribute and transmit the work
## to Remix — to adapt the work
## Under the following conditions : Attribution.
## You must attribute the work in the manner specified by the author
## (but not in any way that suggests that they endorse you or your use of the work).
## For any reuse or distribution, you must make clear to others the license terms of this work.
## The best way to do this is with a link to http://www.arcade-history.com
##
$info=88games,
$Edit this entry at Arcade-History.com
$bio
'88 Games (c) 1988 Konami.
Go for the gold in Konami's newest kit, '88 Games. Feel the thrill of competition as you test your Olympic skills against other world-class athletes. Bronze or silver medals are not good enough - you are going for the gold! However, you must at least qualify in each event in order to compete in the next event. Get pumped up to compete in the following events :
* 100m Dash : Race against the other athletes as well as the clock. This is just a warm-up compared to the events to come.
* Long Jump : Player dashes to the line, leaps, and propels his body as far as he is able. The player controls the speed and angle of the jump.
* 400m Relay (Qualifying Heat) : Speed and timing are crucial in this event. Player must coordinate the baton hand-off perfectly for the best qualifying time.
* Skeet Shooting : Player can aim left and right at the clay pigeons and must prove that he is a sure shot. A chance for bonus points is given for excellent marksmanship.
* 110m Hurdles : Player sprints down the track, timing his jumps perfectly to clear all of the hurdles and reach the finish line in time.
* Archery : This is a trial of the player's proficiency in using a bow and arrow. The player can decide the direction and force of the wind, which will help in demonstrating his skill as a sharpshooter.
* Javelin Throw : The player darts to the line and throws the javelin with all his might. The player controls the height of the javelin.
* High Jump : Another test of speed and strength as the player runs to the line and hurls his body over the bar. The player can control his angle above the bar.
* 400m Relay - The Final Race : The final test of physical training as the player faces the challenging relay again.
GO FOR THE GOLD!
- TECHNICAL -
Game ID : GX861
Main Board Number : PWB351171A
Rom Board Number : PWB350782
Prom Stickers : A0xx
Main CPU : KONAMI
Sound CPU : Z80
Sound Chips : YM2151, (2x) UPD7759
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Buttons : 3, depending of the event...
=> 100m Dash : [1] Power, [2] Unused, [3] Power
=> Long Jump : [1] Power, [2] Jump, [3] Power
=> 400m Relay : [1] Power, [2] Relay, [3] Power
=> Skeet Shooting : [1] Shoot, [2] Left, [3]Right
=> 110m Hurdles : [1] Power, [2] Jump, [3] Power
=> Archery : [1] Unused, [2] Shoot, [3] Unused
=> Javelin Throw : [1] Power, [2] Shoot, [3] Power
=> High Jump : [1] Power, [2] Jump, [3] Power
- TRIVIA -
Released in July 1988, just in time for the 1988 Olympic games, '88 Games is also known as "Konami '88" and in Japan as "Hyper Sports Special".
On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber".
Default high-score :
1 H.O 50000
2 M.O 49500
3 J.N 49000
4 A.S 48500
5 T.O 48000
6 K.K 47500
7 H.A 47000
8 A.N 46500
9 H.I 46000
10 Y.S 45500
11 F.S 45000
12 K.O 44500
- SERIES -
1. Track and Field (1983)
2. Hyper Sports (1984)
3. '88 Games (1988)
4. Hyper Athlete (1996)
5. Nagano Winter Olympics '98 (1998)
6. International Track & Field 2000 (2000, Sony PlayStation)
7. International Track & Field Summer Games (2000, Nintendo 64)
8. New International Track & Field (2008, Nintendo DS)
$end
$info=99lstwar,99lstwra,99lstwrk,
$Edit this entry at Arcade-History.com
$bio
'99 The Last War (c) 1985 Proma.
An old generation shoot'em up.
- TECHNICAL -
Main CPU : (2x) Z80
Sound Chips : (2x) AY8910
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Shield
- TRIVIA -
Default high-score :
1 50000 (Ichiban)
2 50000 (Niban)
3 50000 (Sanban)
4 50000 (yonban)
5 50000 (goban)
This game is also known as "Repulse".
A bootleg of this game is known as "Son of Phoenix".
- TIPS AND TRICKS -
* Power-up : after the middle of each stage there´s a helicopter (a plane on 1st stage) that drops a power-up item. So, don´t destroy it till it releases the power-up. Be careful with the helicopter scrap after destroying it, it can kill you.
* 1up player : at the 2nd and 4th stage there is a chance to pick up a 1up item : a group of blocks appears floating on the upper part of the screen, you have to shoot the blue one. You have to hit it with one shot, if you don´t the blue block will turn to red.
* Moai statues : be careful with the Moai Statues at the 6th stage (last stage). Always check if its eyes turn red, if it starts blinking it will shoot.
- STAFF -
Director : Shunkoh Miki
Programmer : Tatsuya Uemura
Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi
Music and sound effects : ???
$end
$info=005,
$Edit this entry at Arcade-History.com
$bio
005 (c) 1981 Sega.
You play secret agent 005, your mission is to take a briefcase filled with secret documents to a waiting helicopter. But, enemy agents are everywhere, trying to thwart your every move, luckily you are armed with cannisters of gas.
- TECHNICAL -
This game came in a generic Sega wood grain panel cabinet (sticker sideart was optional). These were technically all dedicated cabinets, although the lack of any painted art makes the machines easy to switch and still retain originality (a lot of early Sega titles came in this same cabinet). The game boards themselves were Sega G80 System compatible (as were several other Sega titles before "Zaxxon"), and will work in any G80 cabinet. The monitor is mounted vertically, as were most early Sega titles. The monitor bezel sported the standard game instructions and the marquee showed a '005' logo and a shining flashlight (the logo is in a font that reminds me of high school football numbers).
Cabinet dimensions :
Upright : 71,25in. high x 26in. deep x 25in. wide. Weight : 330 lb
Cocktail : 25,25in. high x 35,5in. deep x 27,5in. wide. Weight : 170 lb
Sega G80 raster hardware
Main CPU : Z80 (@ 3.867 Mhz)
Sound Chips : Samples, Custom (@ 3.867 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in December 1981.
005 (pronounced 'double O five'), is based around a pseudo 'James Bond' theme. Instead of secret 'agent 007' you get to play secret 'agent 005' (which allowed Sega to save money by not licensing the 'James Bond' character for this game).
005 is very rare today, as most of them were converted to other titles long ago.
Dwayne Richard holds the record for this game with 1,500,000 points on May 18, 2002.
- PORTS -
* Consoles :
A ColecoVision port was planned but never released.
$end
$info=tenpindx,
$Edit this entry at Arcade-History.com
$bio
10 Pin Deluxe (c) 1983 Bally Midway.
Old-fashioned mechanisms replaced with 3-D projected pins, a video monitor for scores and attractions and electronic puck sensors.
- TECHNICAL -
Bally Midway Astrocade hardware.
Main CPU : (2x) Z80
Sound Chips : AY-3-8912A
Players : 1
Buttons : 2
- TRIVIA -
Just as in league bowling, 10 Pin Deluxe has the 'beerframe'. The cartoon appears briefly before the 5th frame. Then it's time to find out who buys the next round :)
- STAFF -
Designed by : Pat Lawlor
$end
$info=10yard,10yardj,vs10yard,vs10yarj,
$Edit this entry at Arcade-History.com
$bio
10-Yard Fight (c) 1983 Irem.
An American football game. Each level starts on the kick-off with the player carrying the ball as far up the field as possible before being tackled. Then, as the quarterback, you can either run or pass the ball to a receiver. An intercepted pass earns a penalty of 20 yards. Running out of bounds stops the clock. Extra points after touchdowns can either be kicked or run into the end zone.
- TECHNICAL -
Irem M-52 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 528
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
10-Yard Fight is the first slightly realistic American football game released.
Default high-score ('Best Players'):
1 36500----BMB
2 34900----RAD
3 33100----P.P
4 31700----FAL
5 29900----ZIB
6 28300----TOZ
7 27100----LWP
8 25700----JUF
9 24500----TCZ
10 22900----TCR
- SCORING -
Each second you have the ball : 50 points
A completed forward pass : 1000 points
Points for first downs :
On 1st : 1000 points
On 2nd : 500 points
On 3rd : 300 points
On 4th : 100 points
A successful extra point kick : 1000 points
A successful extra point run : 3000 points
Return a kickoff for a touchdown : 20000 points!
Points for scoring a touchdown :
Against HS : 5000 points
Against College : 6000 points
Against Pro : 7000 points
Against Super : 8000 points
- TIPS AND TRICKS -
* Don't pass if the line of the pass will take the ball anywhere near a free-running defender.
* At the kickoff, you should aim to get to at least the opponents' 40 yard line, if not further. Use your rear defenders on the run up the field!
* When making a play, look carefully at the your opponent's deployment. Are they all over the right hand side? Then wait till your runner is over the left, get the ball back to the quarterback and pass straight to the running back. Then leg it straight up the left hand side. When doing this, on either side, keep as close to the edge of the pitch as possible. If you're going to get tackled, quickly dodge off the field to end the play.
* You can also send the running back up the field, and run around with the quarterback until there's a pass available. In the arcade, I used to send the running back way up the right to the very top of the screen, and then run back and left with the quarterback as quickly as possible, doing a huge cross-field throw at the last second. The opponents would get sort of 'caught in the scroll' as the ball went diagonally across and most times the running back would be away with no one anywhere near him.
* You can also run the quarterback straight through the pack - this is only sensible when you're at the 5 yard line or so.
* Down the ball as soon as you make 10 yards if you have any time left. This is because you can make 10 yards in 15 seconds and get 10 seconds back for a net loss of 5 seconds. It takes 30 seconds to make 20 yards and doing it in 1 play will get a net loss of 20 seconds (30 - 10), but doing it in 2 will only lose 10 seconds because you get 2 10 second bonuses (30 - 10 - 10). Once the clock runs out in mid-play just go as far as you can and hope it's enough to get more time.
* Learn the defense formations. Once you find the correct pass route for a particular formation it will work consistently.
* If you see a hard formation and you are short on time, your best move may be throwing an interception and hoping for an easier formation. This works best when you have 7 to 10 seconds left and don't think you can make ten yards or get downed before time runs out. Don't try it with less than 7 seconds though. 6 :xx probably won't be enough time.
* Run to the right during 'first contact' after the kickoff. There is an extra computer guy waiting on the left side. The best way to use the top blockers is to let the middle blocker connect, move straight right until the top right blocker connects, then head up again.
* You can do a forward pass after a lateral. This will cut through a few formations that are hard passing from the quarterback position. If you time it well a diagonal pass left (right running back to a left receiver) can miss an active middle defender.
* If you run the ball, use the receiver to block for you. The game doesn't have 'pass interference' calls so you have to be careful not to do this by accident.
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sega Saturn (1996, "Irem Arcade Classics")
Sony PlayStation (1996, "Irem Arcade Classics")
* Computers :
MSX (1986)
$end
$info=1941,1941j,
$Edit this entry at Arcade-History.com
$bio
1941 - Counter Attack (c) 1990 Capcom.
A vertically scrolling shoot'em up. Player-1 uses a P-38 Lightning and Player-2 uses a Mosquito Mk IV.
- TECHNICAL -
Capcom Play System (CPS) hardware
Game ID : CP-S No. 07
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Bomb
- TRIVIA -
Released in February 1990.
1941 - Counter Attack was the first Shoot'em Up to add +1 to the score when a continue is used.
Here is all the official bosses names :
* Stage 1 - Leviathan
* Stage 2 - Bismarck
* Stage 3 - V3Rocket
* Stage 4 - Krote
* Stage 5 - Leviathan
* Stage 6 - Gotha
Historical inaccuracies - V3Rocket : The real V3 was a Super Gun, not a rocket. Furthermore, 'V-weapons' would not appear until 1944.
Default high-score table :
1ST 30000 CAP
2ND 29000 COM
3RD 28000 CAP
4TH 27000 COM
5TH 26000 oO2
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990.
- UPDATES -
At the 5th position on the high score table, the Japanese version says 'j01' instead of 'o02'.
- TIPS AND TRICKS -
* Hint : Your airplane doesn't lose energy when it collides with cliff-walls, buildings etc. Instead it will rotate a bit after such collisions. That means you can tumble up and down these obstacles (keep on colliding), and if you keep shooting, your shots will go in all directions. This way you can clear up a lot of enemies when you are under pressure (while rolling you are invincible).
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Planners : Noritaka Funamizu (Poo), Rekite
Object designers : Shinji Sakashita (Sakashita Thing), Yokota Yokozo, Terukun, Kuribow
Scroll designers : Sadakichi, Marilyn Higuchi, Yuki, Kintarou, Harusan
Character support : Akiman
Character coordinator : Rekite
Character effects : Yokota Yokozo
Sound composer : Hifumi
Programmers : Makkow, Babel-2, Dome
Game analysers : Akira Nishitani (Nin), Doda Nda Uda
Director : Kihaji Okamoto
- PORTS -
* Consoles :
NEC SuperGrafx (1991)
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=1942,1942a,1942b,
$Edit this entry at Arcade-History.com
$bio
1942 (c) 1984 Capcom.
1942 is a vertically scrolling shoot 'em up set in the Asian theater of World War II. The goal is to reach Tokyo and destroy the entire Japanese air fleet. The player (the American 'Super Ace') pilots a plane, and has to shoot down enemy planes. Besides shooting, the player can also perform a 'loop-the-loop' to avoid enemy fire.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1984, 1942 was the first game that Okamoto designed at Capcom. 1942 was also the first Capcom title to spawn a successful series of sequels, with 6 titles in the 19XX line released from 1984 to 2000.
Stage names :
Stages 32 – 29 : Midway
Stages 28 – 25 : Marshall
Stages 24 – 21 : Attu
Stages 20 – 17 : Rabaul
Stages 16 – 13 : Leyte
Stages 12 – 09 : Saipan
Stages 08 – 05 : Iwojima
Stages 04 – 01 : Okinawa
After the last boss plane on stage 02 is destroyed the screen displays:
CONGRATULATION
YOU ARE THE BEST OF PLAYER !
FIGHT LAST ONE STAGE
Stage 01 is displayed as LAST STAGE.
After the last stage is complete the screen displays :
WE GIVE UP!
SPECIAL BONUS
10,000,000 PTS
GAME OVER
PRESENTED BY CAPCOM
PS. HOPE OUR NEXT GAME.
(c) CAPCOM
Default High-score table ('Top 5 ranking score!!') :
TOP 40000 (c) CAPCOM 0
2ND 35000 ALL 0
3RD 30000 RIGHT 0
4TH 25000 RESERVED 0
5TH 20000 EXEDEXES 0
In the default high-score table, some previous Capcom Games appear. Since the Demo Mode has only a TOP 5, you need to play the game and to make a score of approximately 10,000 points (To enter in the TOP 10).
The number 5 (20,000 points) appears as 'EXEDEXES'.
Number 6 is 'VULGUS' (9,999 points).
Number 7 is 'SONSON' (8,888 points).
Number 8 is 'HIGEMARU' (7,777 points).
Number 9 is again 'EXEDEXES' (6,666 points).
N. Watson holds the record for this game with 12,172,270 points.
A hack by Two-Bit Score is known as "Supercharger 1942".
Soundtrack album releases :
Capcom Game Music (28XA-94)(08/25/86) [Alfa Record]
Capcom Game Music [Reprint] (SCDC-00193) (06/19/2002) [Scitron Discs]
Legend of Game Music~Premium Box (SCDC-00410~7) (03/24/2005) [Scitron Discs]
- SCORING -
Small planes are 30, 50, 70, 100, 150, or 200 points each.
The small red planes that fly formations of 5 or 10 are 100 points each. Shooting all the planes in the 5 plane formation awards 500 bonus points. Shooting all the planes in the 10 plane formation awards 1,000 bonus points. In both cases, when the last plane of a formation is destroyed, a powerup marker appears and is worth 1,000 points when picked up.
Occasionally a small airplane comes slowly out of the lower left or lower right hand side of the screen and flies towards the top. When hit, it turns into a special figure which awards 5,000 points when picked up.
Medium size planes are 1,000 or 1,500 points each.
Large bomber planes start at 2,000 points each. The score for each consecutive bomber destroyed without the player dying is 500 points more than the previous one, up to a maximum of 9,000 points. When the player’s ship is destroyed, the score for the bombers is reset back to 2,000 points.
There are four boss planes. They appear at the end of stages 26, 18, 10, and 02 :
The stage 26 boss plane is worth 20,000 points.
The stage 18 boss plane is worth 30,000 points.
The stage 10 boss plane is worth 40,000 points.
The stage 02 boss plane is worth 50,000 points.
For all enemy planes that require more than one hit to kill, each hit on them gives 100 points.
At the end of each stage a bonus is awarded for shooting down percentage and for unused loops :
100% = Special bonus 50,000 points (the game displays 10,000 points bonus but 50,000 points are actually awarded)
95-99% = 20,000 points
90-94% = 10,000 points
85-89% = 5,000 points
80-84% = 4,000 points
70-79% = 3,000 points
60-69% = 2,000 points
50-59% = 1,000 points
Under 50% = 0 points
Unused loops are 1,000 points each.
Finishing the final stage awards 10,000,000 points.
- TIPS AND TRICKS -
* On stages 27, 20, 15, 08, and 04, a V-formation of red planes will come straight down from the top. If all 5 of the planes are destroyed, a Black/Red POW appears, giving the player an extra airplane when picked up.
* On stages with the wingmang powerups, use them to kill off the large bombers easily by crashing a wingman into them. You will get a second chance to get them back later on.
* On the stages with the boss planes, save all your loops; shoot at it quickly, loop down to avoid the shots, shoot at it again and THEN loop. You should be able to kill it this way.
* Most of the time it is easier to keep only one wingman rather than both; that way it's easier to maneuver around enemies. If you miss the red airplanes that give you the wingman powerup, kill off your plane (assuming you have some remaining) and the game will place you back before them.
* An interesting bug : If you win an extra plane from points when killing a boss plane, no extra planes will be awarded on the basis of points. Extra planes can still be obtained by getting the Black/Red POW, but no point-based bonuses will be awarded for the rest of the game.
* The end of stage bonus for 100% shooting down is actually 50,000 points, even though the game displays a 'special' bonus of only 10,000 points.
When the player loses all of his ships, the game offers to continue for another credit. If this option is chosen, the game continues where it left off but the score is reset to zero.
* There are 6 kinds of powerups : Quad fire, destroy all enemies on screen, 2 wingmen, make enemies stop shooting temporarily, extra loop, and extra life. Note that the destroy all enemies powerup does not destroy the small slow plane that has the 5,000 bonus item pickup.
Quad fire powerups are found on stages 32, 28, 24, 20, 16, 12, 08, and 04.
Destroy all enemies powerups are found on stages 31, 21, 19, 18, 11, 07, 03, and 01.
Wingman powerups are found on stages 30, 26, 22, 18, 14, 10, 06, and 02.
Extra life powerups are found on stages 27, 20, 15, 08, and 04.
Stop shooting powerups are found on stages 27 and 15.
Extra loop powerups are found on stages 23, 18, 17, 13, 09, and 05.
* % and point up stages are 29, 25, 21, 17, 13, 09, 05, 01. During these stages none of the enemies fire on the player except the large bomber planes.
* If the player earns enough bonus planes so that 10 ships or more are in the reserve, the 10 remaining ships indicators are replaced by the Greek letter sigma (Σ).
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Designed and programmed by : Yoshiki Okamoto
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sony PlayStation (1998, "Capcom Generation 1")
Sega Saturn (1998, "Capcom Generation 1")
Nintendo Game Boy Color (2000)
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
Sinclair ZX Spectrum (1986)
Commodore C64 (1986)
MSX2 (1986)
Amstrad CPC (1986)
MSX (1987)
PC [CD-ROM] (1999, "Capcom Arcade Hits 2") : also includes PDA version for HP/Compaq iPaq Pocket PC's
$end
$info=pc_1942,
$Edit this entry at Arcade-History.com
$bio
1942 (c) 1987 Capcom.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : NF
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1987.
$end
$info=1943j,
$Edit this entry at Arcade-History.com
$bio
1943 - Midway Kaisen (c) 1987 Capcom.
It was 40 years ago, at the height of World War II. The Japanese main squadron tasted defeat off the coast of Midway Islands. Some say that this battle greatly changed the outcome of the war. Can you destroy the battleship, 'Yamato' ? Relive the excitement of "1942" by controlling your P-38 equipped with six secret weapons in this vertically scrolling shoot'em up. In addition to the now famous loop, you have at your command, lightning, cyclone, and tsunami to ward off your enemies.
- TECHNICAL -
Main CPU : Z80
Sound CPU : Z80
Sound Chips : (2x) YM2203
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] SPECIAL
- TRIVIA -
The subtitle of this game translates from Japanese as Midway Naval Battle.
Default High-score table ('Ranking best 5') :
1ST 200000 TAE
2ND 150000 YAM
3RD 100000 POO
4TH 70000 MR.
5TH 50000 BLB
This game is known outside Japan as "1943 - The Battle of Midway".
Soundtrack album releases :
Capcom Game Music Vol. 3 (28XA-204)(4/20/88) [Alfa Record]
Capcom Game Music Vol. 3 [Reprint] (SCDC-00198) (08/21/2002) [Scitron Discs]
- TIPS AND TRICKS -
* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon...
Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A.
Stage 2 for a Big Shot Gun, press 1P side A and 2P side B.
Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B.
Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup.
Stage 5 for a 3-way, press 1P side A and 2P side Up.
Stage 6 for an Auto, press 1P side Left and 2P side Right+B.
Stage 7 for a Shell, press 1P side Upleft and 2P side Down.
Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B.
Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B.
Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright.
Stage 11 for an Auto, press 1P side Upleft and 2P Right+A.
Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B.
Stage 13 for a Auto, press 1P side Up and 2P side Down.
Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B.
Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A.
Stage 16 for an Auto, press 1P side Right+A and 2P side Upright+A.
* Full Ammunition Load : A little known trick in the game is to hold down the fire button at the very end of a board immediately after beating the boss. By holding down the button until the plane takes off in the subsequent board, the game gives you a full ammunition load (65 Seconds)! This trick only works every third board or so and it may even change your selected weapon.
* The ''100% accuracy'' bonus refers NOT to how many planes you down during the round, but rather how many of the guns on the enemy aircraft carriers you get. For this reason, it's best to ignore the planes and concentrate on the ships - that's where the big points are.
* It's possible to shoot one of the ships just before your plane dives in to battle the fleet, and that you can capture the flames that erupt from it. This gives a 10,000 point bonus.
* At some points in the background there are ''shootable'' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it.
1) The cow bonus is worth 20,000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10,000 point bonus.
2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier!
3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser.
* The 'star' bonus gives you 5,000 points when caught. It may also increase the capacity of your fuel gauge by eight units (mine went from 64 to 72 units). The white star also gives you the max seconds of weapon (if you get it with no weapon, the next time you get one you'll get 64 seconds instead of 20).
* (This has been reported on level 2, but may exist on other levels as well) : Sometimes an astronaut will emerge from the side of the final (boss) ship and walk off the screen. Shoot it for 100,000 points! This happens most often when the command tower is shot repeatedly before the ship is destroyed.
* If you get the ''propeller'' power-up (it looks like a propeller over a circle), your energy level will be fully replenished.
* Still another bonus is shaped like an pine cone or acorn. When you fly over a certain spot, the pine cone shows up and is worth 2,000 points.
* When the boss ship explodes, the control center breaks into 4 pieces. The pieces are worth 10,000 points each if shot.
* If you shoot a POW enough to cycle it through about 4 or 5 times, it will turn into a fueltank :) that helps a GREAT deal on the last few stages, especially a stage or 2 where they DON'T give you a full tank at the end of the cloud stage before you go to the water!
- SERIES -
1. 1942 (1984)
2. 1943 - Midway Kaisen (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Designers : Noritaka Funamizu (Poo), Dechikun
Producer : Yoshiki Okamoto (Kikaji O.)
Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata
Music & SFX : Yoshihiro Sakaguchi
Additional music : Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1)
Hardware : Panchi Kubozoo (Punch Kubozoo), Jumbo Saito
Programming : BLBON
$end
$info=1943,
$Edit this entry at Arcade-History.com
$bio
1943 - The Battle of Midway (c) 1987 Capcom.
It was 40 years ago, at the height of World War II. The Japanese main squadron tasted defeat off the coast of Midway Islands. Some say that this battle greatly changed the outcome of the war. Can you destroy the battleship, 'Yamato' ? Relive the excitement of "1942" by controlling your P-38 equipped with 6 secret weapons in this vertically scrolling shoot'em up. In addition to the now famous loop, you have at your command, lightning, cyclone, and tsunami to ward off your enemies.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Special
- TRIVIA -
Released in June 1987.
This game is known in Japan as "1943 - Midway Kaisen".
Bosses (from start to finish) :
Tone (Japanese Heavy Cruiser)
Kaga (Japanese Aircraft Carrier)
Ayako 1 (Japanese Mother Bomber)
Fusō (Japanese Battleship)
Akagi (Japanese Aircraft Carrier)
Daihiryu 1 (Japanese Aircraft Squadron)
Ise (Japanese Battleship)
Hiryū (Japanese Aircraft Carrier)
Ayako 2 (Japanese Mother Bomber)
Mutsu (Japanese Battleship)
Daihiryu 2 (Japanese Aircraft Squadron)
Yamashiro (Japanese Battleship)
Sōryū (Japanese Aircraft Carrier)
Ayako 3 (Japanese Mother Bomber)
Nagato (Japanese Battleship)
Yamato (Japanese Battleship and Final Boss)
Default High-score table ('Ranking best 5') :
1ST 200000 TAE
2ND 150000 YAM
3RD 100000 POO
4TH 70000 MR.
5TH 50000 BLB
Brian Chapel holds the record for this game with 2,947,360 points on June 23, 1988.
Soundtrack album releases :
Capcom Game Music Vol. 3 (28XA-204)(4/20/88) [Alfa Record]
Capcom Game Music Vol. 3 [Reprint] (SCDC-00198) (08/21/2002) [Scitron Discs]
- TIPS AND TRICKS -
* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon...
Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A.
Stage 2 for a Big Shot Gun, press 1P side A and 2P side B.
Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B.
Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup.
Stage 5 for a 3-way, press 1P side A and 2P side Up.
Stage 6 for an Auto, press 1P side Left and 2P side Right+B.
Stage 7 for a Shell, press 1P side Upleft and 2P side Down.
Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B.
Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B.
Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright.
Stage 11 for an Auto, press 1P side Upleft and 2P Right+A.
Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B.
Stage 13 for an Auto, press 1P side Up and 2P side Down.
Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B.
Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A.
Stage 16 for an Auto, press 1P side Right+A and 2P side Upright+A.
* Full Ammunition Load : A little known trick in the game is to hold down the fire button at the very end of a board immediately after beating the boss. By holding down the button until the plane takes off in the subsequent board, the game gives you a full ammunition load (65 Seconds)! This trick only works every third board or so and it may even change your selected weapon.
* The '100% accuracy' bonus refers NOT to how many planes you down during the round, but rather how many of the guns on the enemy aircraft carriers you get. For this reason, it's best to ignore the planes and concentrate on the ships - that's where the big points are.
* It's possible to shoot one of the ships just before your plane dives in to battle the fleet, and that you can capture the flames that erupt from it. This gives a 10,000 point bonus.
* At some points in the background there are 'shootable' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it.
1) The cow bonus is worth 20,000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10,000 point bonus.
2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier!
3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser.
* The 'star' bonus gives you 5,000 points when caught. It may also increase the capacity of your fuel gauge by eight units (mine went from 64 to 72 units). The white star also gives you the max seconds of weapon (if you get it with no weapon, the next time you get one you'll get 64 seconds instead of 20).
* (This has been reported on level 2, but may exist on other levels as well) : Sometimes an astronaut will emerge from the side of the final (boss) ship and walk off the screen. Shoot it for 100,000 points! This happens most often when the command tower is shot repeatedly before the ship is destroyed.
* If you get the 'propeller' power-up (it looks like a propeller over a circle), your energy level will be fully replenished.
* Still another bonus is shaped like an pine cone or acorn. When you fly over a certain spot, the pine cone shows up and is worth 2,000 points.
* When the boss ship explodes, the control center breaks into 4 pieces. The pieces are worth 10,000 points each if shot.
* If you shoot a POW enough to cycle it through about 4 or 5 times, it will turn into a fuel-tank :) that helps a GREAT deal on the last few stages, especially a stage or 2 where they DON'T give you a full tank at the end of the cloud stage before you go to the water!
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Designers : Noritaka Funamizu (Poo), Dechikun
Producer : Yoshiki Okamoto (Kikaji O.)
Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata
Music & SFX : Yoshihiro Sakaguchi
Additional music : Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1)
Hardware : Panchi Kubozoo (Punch Kubozoo), Jumbo Saito
Programming : BLBON
- PORTS -
* Consoles :
Nintendo Famicom (1988)
NEC PC-Engine (1991)
Sony PlayStation (1998, "Capcom Generation 1")
Sega Saturn (1998, "Capcom Generation 1")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
Atari ST (1987)
Amstrad CPC (1988)
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Commodore Amiga (1989)
PC [CD-ROM] (1999, "Capcom Arcade Hits 2")
* Others :
LCD Handheld game (1989) : released by Acclaim.
$end
$info=1943kai,
$Edit this entry at Arcade-History.com
$bio
1943 Kai - Midway Kaisen (c) 1988 Capcom.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in June 1988.
The title of this game translates from Japanese as "1943 Modified - Midway Naval Battle".
This update of "1943 - The Battle of Midway" was only released to arcades in Japan; it was only released in the US to home systems (see Ports below).
Default High-score table ('Ranking best 5') :
1ST 200000 TAE
2ND 150000 YAM
3RD 100000 POO
4TH 70000 MR.
5TH 50000 BLB
Soundtrack album releases :
Daimakaimura -G.S.M. Capcom 1- (D28B0011) (01/11/89) [Pony Canyon/Scitron]
Suleputer Trial (CFCP-0001) (05/31/98) [Suleputer]
- UPDATES -
"1943 Kai - Midway Kaisen" has different graphics and gameplay and is slightly harder than "1943 - The Battle of Midway".
- TIPS AND TRICKS -
* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon...
Stage 1 for a Shot Gun, press 1P side Right and 2P side Upright.
Stage 2 for a Laser, press 1P side Upleft and 2P side Down+B.
Stage 3 for a 3-way, press 1P side A and 2P side Upleft.
Stage 4 for a 3-way, press 1P side Downleft+A and 2P side Up+A.
Stage 5 for a Shell, press 1P side Left and 2P side Downright+A.
Stage 6 for a Laser, press 1P side Downleft+B and 2P side Upleft+A.
Stage 7 for a 3-way, press 1P side Down+A+B and 2P side B.
Stage 8 for a Laser, press 1P side Downleft+B and 2P side Down+A.
Stage 9 for a Shell, press 1P side Upleft+B and 2P side Downright+A+B.
Stage 10 for a 3-way, press 1P side Up+A and 2P side Upleft.
* Hint : If you see an icon shaped like a mountain, get it - it will give you the laser! (This bonus will not appear in every game, or at any particular level).
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Designers : Noritaka Funamizu (Poo), Dechikun
Producer : Yoshiki Okamoto (Kikaji O.)
Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata
Music & SFX : Yoshihiro Sakaguchi
Additional music : Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1)
Hardware : Panchi Kubozoo (Punch Kubozoo), Jumbo Saito
Programming : BLBON
- PORTS -
* Consoles :
NEC PC-Engine (1991)
Sony PlayStation (1998, "Capcom Generation 1")
Sega Saturn (1998, "Capcom Generation 1")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
$end
$info=1944,1944j,
$Edit this entry at Arcade-History.com
$bio
1944 - The Loop Master (c) 06/2000 Capcom.
Warbirds Fly Again! A full-screen vertically shoot-em up game featuring 15 stages / bosses :
Stage 01 : The Deep Blue - Boss : High Speed Destroyer 'Nagi'
Stage 02 : Iron Beast Warcry - Boss : New type heavy tank 'Shouto'
Stage 03 : Jungle Fight - Boss : Prototype Attacker 'Akane'
Stage 04 : The Rock Fortress - Boss : Cruising Tank 'Noroshi'
Stage 05 : Eagle Territory - Boss : Intercontinental Bomber 'Kyuoh'
Stage 06 : Devil Mountain - Boss : Special Attacker 'Haruka'
Stage 07 : Nightmare Valley - Boss : Anti-Submarine Battle Cruiser 'Kai'
Stage 08 : Fields Of War - Boss : Multi-Cannon Tank 'Ishizue'
Stage 09 : Muddy Interceptor - Boss : Middle Class Bomber 'Akatsuki'
Stage 10 : Storm Fortress - Boss : Super Gigantic Battleship 'Kaijin'
Stage 11 : Oil Legion - Boss : Anti-Aircraft Battleship 'Yu'
Stage 12 : Leviathan's Mouth - Boss : Twin-Bodied Transporter 'Take'
Stage 13 : Battle Of Green Field - Boss : Gigantic Fighter 'Arashi'
Stage 14 : The Last Duel - Boss : Railed Tank 'Goku'
Stage 15 : Bell Of Triumph - Boss : Moving Fortress 'Appare Toride'
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 33
Main CPU : 68000, Z80
Sound Chips : Q-Sound
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
= > [A] Shot/Charging, [B] Bomb
- TRIVIA -
Like many other large companies as-of-late, Capcom has started farming out the programing of their games to third party companies. In this case, 1944 - The Loop Master was made by 'Eighting / Raizing' and released by Capcom.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'CAP'.
Default High-score table 'Score ranking' :
(Rank - Name - Score - Stage - Destroy rate)
1st CAP 1000000pts. 3st1 90%
2nd COM 900000pts. 3st1 85%
3rd CAP 800000pts. 3st1 80%
4th COM 700000pts. 2st1 75%
5th CAP 600000pts. 2st1 70%
6th COM 500000pts. 2st1 65%
7th CAP 400000pts. 1st1 60%
8th COM 300000pts. 1st1 55%
9th CAP 200000pts. 1st1 50%
10th COM 100000pts. 1st1 45%
- TIPS AND TRICKS -
* Hold FIRE to charge guns. When it is fully charged release FIRE. The plane will be INVINCIBLE for a short period of time and fire powerful low range projectiles. Then the guns will overheat preventing you from charging them for a short time.
* The mini fighters that appear beside your plane are destroyed after taking two hits. Destroyed side fighters are replaced if you have more in stock. During charge attacking or when there is no bomb, pushing BOMB makes side fighters charge forward for a powerful suicide attack.
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
$end
$info=1945kiii,
$Edit this entry at Arcade-History.com
$bio
1945k III (c) 2000 Oriental.
A Korean vertically shoot'em up that is a straight rip-off of Psikyo's "Strikers 1945 III".
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) OKI6295
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
At the End Credits '(c) 1999 Promat' is shown.
Default High-score table ('Pilot File') :
1 XUZ st4 500000
2 EAR st3 400000
3 TOY st3 300000
4 MAN st2 200000
5 ANI st2 100000
6 SIN st2 50000
7 NOO st2 10000
8 PRO st2 10000
9 MHH st2 5000
10 MHH st2 5000
- STAFF -
Executive Producer : Lee Hyung Kee
Produced & Director : Sung Jung Woo
Game Design : Sung Jung Woo, Kim Tae Wook, Lee Dong Ik
Hardware Design : Kim Young Ho, Lee Seung Woo, Park Sang Yeul
Graphics Design : Kim Tae Wook, Lee Dong Ik, Woo Sang Gyun
Programmer : Sung Jung Woo
Music Artist : Lee Seung Woo
Sound Effect : Sung Jung Woo
Advice Supervisor : Lee Seung Woo
Tester : Eum Jae In, Park Sang Chul, Jang Se Yong, Sin Won Tae
$end
$info=19xx,19xxa,19xxh,19xxj,19xxjr1,19xxb,
$Edit this entry at Arcade-History.com
$bio
19XX - The War Against Destiny (c) 1995 Capcom.
A vertically shoot'em up game.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 13
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Bomb
- TRIVIA -
Released in December 1995.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'SYS'.
Victor Entertainment released a limited-edition soundtrack album for this game (Capcom Game Soundtrack : 19XX The War Against Destiny - VICL-2168) on 03/04/1996. Here is the official name of the songs :
Mission 1 - A Bit of Blue Sky Between the Clouds
Mission 2 - The Red Naval Port
Mission 3 - Dance of the Green Gnome
Mission 4 - Silver Ice Sheet
Mission 5 - City Lights in the Black Strait
Final Mission P1 - Grayish Tornado
Final Mission P2 - The Last-Ditch Fight
A 19xx machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Soundtrack album releases :
Capcom Game Sound Track -19XX The War Against Destiny- (VICL-2168) [Victor Entertainment]
- UPDATES -
Revision 1 :
* Japanese, Asia and US releases (951207).
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
Revision 2 :
* Hispanic release only (951218).
Revision 3 :
* Japanese release only (951225).
- TIPS AND TRICKS -
* Change First Stage Music To "1942" BGM : at the title screen after the coin is inserted move Up, Right(x9), Down(x4), left(x2). A sound will be heard once the code is entered.
* Change First Stage Music To An Arranged Version of "1942" BGM : at the title screen after the coin is inserted move Up, Down(x9), Upleft, Downright, Upright, Downleft, Upleft, Downright, Upright, Downleft. A voice will be heard once the code is entered.
* Stronger Bombs : holding the BOMB button will charge your bomb to a stronger level.
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Game designers : I. Satsuma, Tomonori Nonaka, S. Obata (Manhattan)
Program designers : T. Ueno, Batayoni, Hdo, Dress, Ittetsu, You!, Hits
Scroll designers : Taka, Fukumoyan, Ziggy, Imahori, Hiroshi Sugiyama, Kazu, Goro Suzuki, Sawatch
Object designers : Y. Maruno, Misupo Rumu, Yoshino Hiroaki, Mimura Kenji 8, Naoki Fukuda, Yuki, Henoheno, Bow, T. Osumi, GZ, K. Tokunaga, You Ten Nakano, Takep, Eizi Murabayashi, Kogaman
Music composers : Syun Nishigaki (Kobekko), Tatsuro Zuzuki
Sound designers : Hiroaki Kondo (Mach-2)
All sound produce by Arcade Sound Team.
$end
$info=openice,
$Edit this entry at Arcade-History.com
$bio
2 on 2 Open Ice Challenge (c) 1995 Midway.
A 4-player hockey game with "NBA Jam"'s game-play.
- TECHNICAL -
Cabinet dimensions : 72in. (182cm) high x 42in. (106cm) deep x 37in. (94cm) wide.
Cabinet weight : 400 lbs.
Midway Wolf Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in November 1995.
This game is an official licensed product of the NHLPA (National Hockey League Players Association). It features the voice of the legendary NHL announcer Pat Foley. Over 100 real players, each player's skill level reflects his real NHL ability. This is the only NHL game that has had the rights to have both of hockey's greatest, Wayne Gretzky & Gordie Howe (hidden player) in the same game.
During the match, you can see in the background an advert for Kellogg's Corn Pops.
The flyer of this game has a photograph of the Chicago Blackhawks goaltender Eddie 'The Eagle' Belfour on it. The text refers to a '140mph' slapshot -- The individual who wrote this seems to have forgotten to do the metric conversion from kilometers per hour. He/she should have written 140 km/h (or 90 mph) as that's more realistic.
- TIPS AND TRICKS -
* Hidden Characters (Initials, Birth-date) :
Al Lasko - AL(space), Aug 31
Andy Lycke - AL(space), Nov 23
Art Tianis - AJT, Oct 23
Bill Dabelstein - DOZ, Dec 31
Brian Eddie - BRE, Apr 20
Bridgitte Fedesna - BMF, May 09
Carlos Pesina - CCP, Nov 15
Cary Mednick - CMM, Jul 02
Chris Bobrowski - ME(space), May 12
Christa Woss - CLW, Jul 09
Craig Janney - C(space)J, Sept 26
Dan Thompson - DJT, Jun 04
Dave Michicich - DLM, Aug 06
Dave Zab - ZAB, May 28
Ed Boon - EJB, Feb 22
Ed Keenan - EJK, Apr 10
Eddie Ferrier - EF(space), Jun 10
Eugeene Geer - OEG, Nov 05
Eugene Jarvis - EPJ, Jan 27
Evil Haeger - JH(space), Jul 13
Glenn Shipp - GWS, Jun 11
Gordie Howe - G(space)H, Mar 31
Heather Beach - HAB, Mar 24
Jack H. Haeger - JAH, Jan 06
Jack E. Haeger - JEH, Jul 13
Jake Simpson - JMS, Feb 22
Jason Skiles - JMS, July 29
Jay Cohen - JNC, Jun 04
Jeff Johnson - JBJ, Nov 04
Jeff Peters - JTP, Dec 15
Jennifer Fedesna - JKF, Feb 25
Jennifer Hedrick - JJH, May 03
Jim Gentile - JPG, Jan 23
Jim Greene - JDG, May 31
Jim Rohn - JR(space), May 22
Jim Tianis - DJT, Oct 20
Joan Faux - JBF, July 17
John Carlton - JMC, Aug 05
John Lowes - JML, Nov 04
John Newcomer - JRN, Jun 18
John Tobias - TOB, Aug 24
Jon Hey - JWH, Sept 20
Josh Tsui - CET, Nov 28
Ken Williams - WKW, May 30
Kevin Daley - J(space)R, Sep 15
Kevin Stevens - KMS, Apr 15
Luis Mangubot - LM(space), Apr 18
Mark Loffredo - ML(space), May 25
Mark Penacho - MDP, Jan 13
Mark Turmell - MJT, Mar 22
Martin Martinez - MAM, Aug 07
Maryann Rohn - MAC, Jul 07
Matt Booty - MVB, Apr 18
Matt Cooney - MJC, Jun 06
Matt Davis - MJD, Aug 19
Mike Lynch - MJL, Feb 28
Mike Ossian - OTT, Jan 11
Mike Vinikour - MXV, Oct 14
Mike Waldron - MJW, Jan 09
Nik Ehrlich - NIK, Nov 17
Pat Cox - PGC, Apr 11
Pat Foley - PJF, Dec 23
Paul Dussault - PGD, Dec 17
Ray Gay - RMG, Aug 11
Ray Macika - REM, Mar 26
Rebecca Scott - RS(space), Sept 27
Ross Shaffer - FRS, Apr 13
Sal Divita - SAL, Feb 02
Sheridan Oursler - SNO, Jan 03
Sidney Strong - SID, Feb 12
Steve Beran - SAB, Aug 29
Steve Correll - RSC, Sep 16
Ted Barber - BAR, Dec 05
Tony Goskie - TWG, Dec 07
Tony Metke - ARM, July 19
Warren Davis - WBD, Aug 17
Xion Cooper - XC(space), Aug 09
Zarley Zalapski - ZBZ, Apr 22
- PORTS -
* Consoles :
Sony PlayStation (1996)
* Computers :
PC [MS Windows 9x] (1997)
$end
$info=2020bb,2020bba,2020bbh,
$Edit this entry at Arcade-History.com
$bio
2020 Super Baseball (c) 1991 SNK / Pallas.
A futuristic baseball game with humans and robots where you may buy power-ups with the money gained during the matches.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0030
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> Hitting : [A] Swing/Return to base, [B] Stolen Base/Lead off, [C] Bunt, [D] Time Out
=> Fielding : [A] Pitch/Throw ball/Jump, [B] Base touch/Feint ball, [C] x, [D] Time out
- TRIVIA -
Released in September 1991.
Notable downfalls :
* There is no infield fly rule in this game, which can be used to the advantage of a defender if there are base runners. Double plays and even triple plays are common because of this.
* A base runner cannot begin to steal bases until the pitcher has released the ball. In most baseball video games and in real life, a runner can begin to steal the next base at any time. However, stealing a base beforehand can only be done if you continuously press the steal button right after the screen cuts-back after the batter hit a foul ball, and the pitcher will not even notice you running.
* The 3rd baseman, 2nd baseman, and 1st baseman will not leave the base to retrieve a ball. They will instead stand on the base and wait for another fielder to get the ball, which can sometimes mean they will stand there while the ball rolls inches away from them. The only exception would be if the shortstop covers third or second base for the fielder; then they remain in the stationary position.
* Since the game has semi-automatic fielding, you cannot change which defensive player you want to run after the ball, which means sometimes the pitcher will end up chasing a ball well into the outfield.
* If a ball is hit far enough into the stands, it can sometimes become stuck, allowing the batter to garnish an in the park home run. Because of the reduced home run zone, faster players can often round the bases by hitting the ball up into the fair-zone stands.
* The computer players will always attempt to hit the ball straight, as if trying to hit a home run, no matter what the strength of the batter. This can sometimes give an unfair advantage to you, since they do not try to pull the ball just barely fair in order to get a hit. This has its downfall, in that some powerful players will hit home runs easily.
* You cannot play against a team from the other league.
* If you manage to score more than 100 runs, your score will turn back to zero, as there are only two spaces for your runs. Consequently, if you score 101 runs, and your opponent scores two runs, you will lose the game 01-02.
* You cannot change players positions in the field or line up without replacing them.
* If another player is in your line of path to throw the ball, they will catch the ball after you throw it. This means that if the shortstop retrieves a ground ball just behind 3rd base, then the throw will get cut-off by the 3rd baseman and then the pitcher before the ball gets to 1st base. The pitcher will almost always get in the way, and this can present a problem when trying to pull a double play between third and first or second and home.
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1993)
SNK Neo-Geo CD (1995)
$end
$info=3countb,
$Edit this entry at Arcade-History.com
$bio
3 Count Bout (c) 1993 SNK.
Gather up wrestling fans! Take your pick of 10 promising wrestlers and go for the world title of wrestling but be aware that these guys are not shy about fighting dirty! Features solid graphics & music, diverse types of arenas (some of these with additional dangers such as electric ropes!), fast & furious game-play & a few surprises such as secret special moves as well as some 'fun' toys such as clubs & tasers! Do you feel brave enough to venture into this ring ?
- TECHNICAL -
SNK MVS Neo-Geo hardware
Game ID : 0043
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch, [B] Kick, [C] Jump/Body Drop, [D] Pin
- TRIVIA -
Released in March 1993. 3 Count Bout was developed by UPL for SNK and this is the last game made by this manufacturer.
This game is known in Japan as "Fire Suplex".
3 Count Bout is the only 'true' wrestling game for the SNK MVS Neo-Geo hardware but not the first. This honor goes to "King of The Monsters" (with giant monsters anyway!) :)
Blues Hablam and Blubber Man are actually the same guy with the same ring attire, only Hablam sports a mask. The same occurs for Gochack Bigbomb and Big Bomberdir with Bigbomb wearing the mask.
The character Master Barnes enters the ring wearing Shoulder Spikes similar to the ones worn by legendary wrestling tag-team The Road Warriors.
Soundtrack album releases :
Fire Suplex (PCCB-00134) (17/09/93) [Pony Canyon/Scitron]
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=bowl3d,
$Edit this entry at Arcade-History.com
$bio
3-D Bowling (c) 1978 Meadows Games.
An early 1- or 2-player bowling game.
- TECHNICAL -
Dimensions :
Inches : 66H x 26.5W x 32D
Centimeters : 167,64H x 67,31W x 81,28D
- TRIVIA -
Also released as a Cocktail Table model : "3-D Bowling [Cocktail Table model]".
$end
$info=39in1,
$Edit this entry at Arcade-History.com
$bio
39 in 1 (c) 2004 Unknown.
Includes the following games :
1. "Ms. Pac-Man"
2. "Galaga"
3. "Frogger"
4. "Donkey Kong"
5. "Donkey Kong Jr."
6. "Donkey Kong 3"
7. "Galaxian"
8. "Dig Dug"
9. "Crush Roller"
10. "Mr. Do!"
11. "Space Invaders"
12. "Pac-Man"
13. "Galaga 3"
14. "Gyruss"
15. "Tank Battalion"
16. "1942"
17. "Lady Bug"
18. "Burger Time"
19. "Mappy"
20. "Centipede"
21. "Millipede"
22. "Jr. Pac-Man"
23. "Pengo"
24. "Phoenix"
25. "Time Pilot"
26. "Super Cobra"
27. "Hustler"
28. "Space Panic"
29. "Super Breakout"
30. "New Rally-X"
31. "Arkanoid"
32. "Qix"
33. "Juno First"
34. "Xevious"
35. "Mr. Do's Castle"
36. "Moon Cresta"
37. "Pinball Action"
38. "Scramble"
39. "Super Pac-Man"
$end
$info=4enraya,
$Edit this entry at Arcade-History.com
$bio
4 En Raya (c) 1990 IDSA (Ideas y Disenos, Sociedad Anonima).
A puzzle game from Spain. Line up your pieces 4 in a row either vertically, horizontally or diagonally. You can also shoot your opponent's piece to cancel their turn.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Spanish as '4 In A Row'.
- STAFF -
Staff : Luis Gosalbez Carrasco
$end
$info=4in1,
$Edit this entry at Arcade-History.com
$bio
4 Fun in 1 (c) 1981 Armenia / Food and Fun.
This multi-game system lets you select from four different games; "Galactic Convoy", "Scramble Pt2", "Galaxian Pt5" and "The Ghost Muncher Pt3".
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator, discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This is a bootleg/hack of four games :
Galactic Convoy is a version of "War of the Bugs or Monsterous Manouvers in a Mushroom Maze".
Scramble Pt 2 is a bootleg of "Scramble".
Galaxian Pt 5 is a bootleg of "Galaxian".
The Ghost Muncher Pt 3 is a bootleg of "Pac-Man".
- SCORING -
* Galactic Convoy :
Field items : 40, 30, 20 points (in order)
Bomb : 900 point
Convoy : 100 points per segment
Saucer : 600 points
Field Crosser : 5,000 points
Item Layer : Mystery
* Scramble Pt 2 :
10 points per second of flying.
Missile on ground : 50 points
Missile in air : 80 points
UFO : 100 points
Fuel Tank : 150 points
Mystery Base : 100, 200, or 300 points
Main Base : 800 points
* Galaxian Pt 5 :
Red Ship in formation : 30
Red Ship attacking: 60
Purple Ship in formation : 40
Purple Ship attacking : 80
Blue Ship in formation : 50
Blue Ship attacking : 100
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
* The Ghost Muncher Pt 3 :
Dot : 10 points
Power pill (energizer) : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1000 points.
Galaxian : 2000 points.
Bell : 3000 points.
Key : 5000 points.
$end
$info=bowler,
$Edit this entry at Arcade-History.com
$bio
4 Player Bowling Alley (c) 1978 Midway.
An old black and white bowling game up to 4 players.
- TECHNICAL -
Cabinet dimensions : 72.5inch high x 28.5inch deep x 38.5inch wide
Game ID : 730
Main CPU : 8080 (@ 1.9968 Mhz)
Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : trackball
Buttons : 2
- TRIVIA -
Released in April 1979.
Also released as a Cocktail Table model : "4 Player Bowling Alley [Cocktail Table model]".
One of Midway's myriad bowling games, this was the first that featured the popular 'Flash' variation with its timing-based scoring scheme. To support this, an external display was used to highlight the appropriate section of the score scheme.
$end
$info=4dwarrio,
$Edit this entry at Arcade-History.com
$bio
4-D Warriors (c) 1985 Coreland / Sega.
A strange deep space shooter from Coreland, which apparently has a 4th dimension. The game is a side scrolling shooter in which you take control of a jetpack propelled space warrior who travels between parallel universes and worm holes throughout the game. By flying over the top of the play field, you end up in an alternate universe. You travel back and forth defeating enemies until you reach a boss creature. On some occasions a worm hole will appear in the middle of the play field and you are taken to even stranger worlds...
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5918
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 4-way joystick
Buttons : 2
- STAFF -
Staff : Rabinia H, Miyao, Sanpei, T. Iga
$end
$info=40love,
$Edit this entry at Arcade-History.com
$bio
40-0 - Forty-Love (c) 1984 Taito.
A tennis game from Taito.
- TECHNICAL -
This is a four board system - Main, Video, ROM, and Sound boards.
Main Board Number : J1100004A / K1100010A
Sound Board Number : J1100005A / K1100011A
Video Board Number : J1100008A / K1100025A
ROM Board Number : J9100005A / K9100008A
Prom Stickers : A30
Main Board :
NEC D780C-1 (Z80) (@ 4 Mhz)
Motorola M68705P5S (@ 3.072 Mhz)
Mitsubishi M5517P SRAM chip
Fujitsu MB14241 ??? chip
Fujitsu MB81416-10 DRAM chips
TD62003P (lamps/LEDs driver)
xtal (@ 8MHz)
(3x) 8-way DSW
Sound Board :
NEC D780C-1 (Z80) (@ 4 Mhz)
Mitsubishi M5517P SRAM chip
Yamaha YM2149
OKI M5232
Fujitsu MB3731 Audio amp
xtal (@ 8MHz)
Video Board :
(4x) AMD AM93422 RAM chips
(2x) Mitsubishi M5517P SRAM chips
(6 x) Mitsubishi M53357P (=LS157)
xtal (@ 18.432MHz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 4-way joystick
Buttons : 4
$end
$info=gp500,
$Edit this entry at Arcade-History.com
$bio
500 GP (c) 1999 Namco.
The FIA licensed successor to the Suzuka 24 games where the player chooses from three licensed courses : Jerez, Paul Ricard or Suzuka. The game features authentic motorcycles from Honda, Suzuki and Yamaha. It also has likenesses of the real 500cc GP riders in the game.
- TECHNICAL -
Standard cabinet dimensions : 78'' High x 32'' Wide x 85'' Deep
Deluxe cabinet dimensions : 92'' High x 46'' Wide x 107'' Deep
Namco Super System 23 hardware
Game ID : 5GP
Main CPU : IDT (@ 166 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 768 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
$end
$info=600,
$Edit this entry at Arcade-History.com
$bio
600 (c) 1981 Konami.
600 is your standard maze game (one of dozens released in the wake of "Pac-Man", with a few twists. The game begins by showing your turtle entering a building (a very early 'cut scene'), you are then presented with the first maze. Each maze has several boxes (with question marks on them), scattered around. You most open these boxes one at a time by walking on to them. Each box contains either an enemy race car (who will pursue you), or a 'KidTurtle'. The 'KidTurtles' are what you are looking for here. When you find one it will climb onto your back, and you have to take it back to the turtle house which will be located in one of the corners. After you rescue a few turtles the game becomes more difficult because of the amount of baddies that you will have released. However, you have some energy you can use to lay land mines. You can drop these in the path of a baddie, and cause him to freeze temporarily (you can safely walk over frozen baddies). A new game screen starts after you rescue all the 'KidTurtles'. After 8 levels you get to watch a small ending sequence, and then the game starts over with increased difficulty.
- TECHNICAL -
Game ID : GX353
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 106
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This title is similar in concept to "Frogger", but closely resembles the much later "Super Pac-Man" in gameplay. Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (released in 12/1981 as "Turtles"), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin".
- UPDATES -
Differences between "Turtles" and "600" :
1) In Turtles you're playing against other bugs/turtles. In 600 you're up against race cars.
2) In Turtles you grab each KidTurtle and bring him home. In 600 you must grab up all KidTurtles before the exit appears.
3) Whereas in Turtles you must grab up bombs from the center when they appear, in 600 you're given a certain amount of energy, which each bomb uses.
4) The wall graphics are a bit more blocky in "600" Also, the cut scenes in between racks in '600' only show one ladder, with the turtle climbing alone.
- SCORING -
Race Car runs into mine : 50 points.
Uncover a Race Car : 80 points.
Uncover a KidTurtle : 100 points.
Bring KidTurtles Home : 150 points.
$end
$info=64street,64streej,
$Edit this entry at Arcade-History.com
$bio
64th. Street - A Detective Story (c) 1991 Jaleco.
2 selectable detectives, each with different fighting styles, attempt to solve cases by beating up each criminal they encounter in this side-scrolling beat'em all. Lots of special items can be found by throwing enemies into the background and breaking things.
- TECHNICAL -
Jaleco Mega System 1-C hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump
- TRIVIA -
64th. Street is a precursor to Jaleco's "Rushing Beat" series on the Nintendo Super Famicom.
The game's two protagonists make a cameo appearance in another Jaleco game, "Chimera Beast".
- STAFF -
Executive producer : Tokuhiro Takemori
Director : Shigeru Hashimoto
Planning : Y. Hiroyama
Program : Manbou, Sin Fuzihiro
BG Design : Helluder, Reiko Takano, Yamagata Tsubasa, Garadou
Character design : Mamoru Horikoshi, Shigeru Hashimoto
Hyper adviser : Myaa
Sound : Kiyoshi Yokoyama, Studio O.K
$end
$info=7mezzo,
$Edit this entry at Arcade-History.com
$bio
7 e Mezzo (c) ???? Unknown.
- TECHNICAL -
Main CPU : M6502 (@ 625 Khz)
Screen orientation : Horizontal
Colors palette : 16
$end
$info=7ordi,
$Edit this entry at Arcade-History.com
$bio
7 Ordi (c) 2002 Yun Sung.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 1 Mhz)
Players : 1
Buttons : 6
$end
$info=720,720r3,720r2,720r1,720g,720gr1,
$Edit this entry at Arcade-History.com
$bio
720° (c) 1986 Atari Games.
720° is a 1- or 2-player (alternating) skateboard themed game with both competitive and street-style skating action. The player portrays the skater who performs skate maneuvers for points and competes in skate parks for medals. The action takes place in a Skate City where all surfaces are skateable. Players can choose where they want to skate in the city, and which skate parks they want to enter, making each new game a different experience.
At the start of each game, players can select one of two play modes. A training game is available for beginning players. In this game, there are numerous playing hints and messages, and the add-a-coin feature is disabled. Experienced players can start off by skating to a higher platform. Fewer game hints are given in this mode, and the add-a-coin feature is offered.
Game play starts with the player in the middle of Skate City. Using a new rotary control and a jump and a Kick button, players maneuver around the city trying to score points by performing skillful skate moves. At various score thresholds, skate park tickets are rewarded. These tickets allow entry into one of the skate parks, where players compete against the clock for gold, silver or bronze medals.
The player's main objective is to compete in as many skate parks as possible. In the city streets, players have a limited amount of time to win entry tickets and make their way to a skate park. In addition, there are numerous city hazards which must be avoided such as BMX riders, cars, Frisbee throwers, and other gangs. To guide the player in the city, players find map areas in streets which momentarily display the layout of the city and the location of the skate parks.
In 720° there are ten class levels which determine the degree of difficulty in the skate parks and the timer in the streets. Players select the class level in which they want to compete. For instance, at the start of each game, there are four unique skate parks which are located in the outskirts of the city. Each park is a different class ranging from class 1 difficulty, which is the easiest, to class 4 difficulty, the hardest.
In 720° players can compete in over 20 different skate parks. Each one requires unique skill moves to qualify for a medal. There are variations of a half-pipe ramp, a downhill; a slalom and a jump park. Each skate park has a distinct music score of its own, creating a different mood for players.
In the skate parks, cash prizes arc awarded to players that qualify for a medal. After each skate park competition, the game continues hack in the city for more street-style skating. Players can use their cash winnings to buy equipment from various skate shops which are located throughout the city. Skating equipment helps players perform better moves. Boards give faster speed. Helmets allow more risk-taking for successful maneuvers. Pads give faster recovery from falls. Shoes provide more height on jumps and quicker starts. As a reference for locating skate shops and park entrances, players find map areas throughout the city by skating over a map. A layout of the city is momentarily displayed when players skate over a map.
In 720° a game ends only when players run out of time in the city. When the timer is running low, a SKATE OR DIE message appears along with a warning in speech. When the timer runs out, killer-bees appear as a final warning. If the player is killed by the bees before entering a skate park, the game is over. Using the add-a-coin feature, players can continue where they left off. 720° has an operator option to select maximum number of add-a-coins allowed. By using the add-a-coin, players can keep any special skate equipment they have acquired in the previous game, as well as all accumulated cash, tickets, points, and medals.
- TECHNICAL -
The cabinet for this game was unique at this time. The speakers for the game are mounted atop the cabinet in a structure resembling a boom box, in line with the game's skate-kid theme. The display is larger than that for a typical arcade game and of a very high resolution (similar to that used for "Paperboy"). The main control is also unique. This joystick moves in a circular fashion, instead of in compass directions like standard joysticks.
Cabinet dimension : 74'' (188cm) high x 27.5'' (70 cm) deep x 38'' (97 cm) wide
Atari System 2 hardware
Game ID : 136047
Main CPU : T11 (@ 10 Mhz), M6502 (@ 2.2 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) POKEY (@ 1.789772 Mhz), TMS5220 (@ 625 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Circular rotating joystick
Buttons : 2
=> [1] Kick, [2] Jump
- TRIVIA -
Released in December 1986.
720° is notable in that it is one of the first extreme sports video games. The game's name comes from the 'ultimate' skateboarding trick; turning a full 720° (2 complete circles) in the air after jumping off a ramp.
Ron Perelman holds the record for this game with 527,100 points on June 17, 1987.
A 720° machine was shown at the 2003 and 2004 classic arcade games show 'California Extreme' in San Jose, California.
Soundtrack album releases :
That's Atari Music Vol. 2 ~ G.S.M. Atari Games 2 (PCCB-00070) (09/21/91) [Pony Canyon/Scitron]
That's Atari Music Vol. 2 ~ G.S.M. Atari Games 2 [Reprint] (SCDC-00314) (12/03/2003) [Scitron Discs]
- TIPS AND TRICKS -
* Develop skill in using the rotary control in conjunction with the Jump button to do aerial moves, because they are worth more points. Press the Jump button after gaining speed, and then rotate the control in a 360-degree motion. In this game, it is possible to do much more than just a 360-degree turn!
* When attempting certain aerial or rotational moves, it is important to be properly aligned on landing, otherwise the skater bails, or falls down.
* To qualify for medals in the higher classes of skate parks, it is best to try to buy some skate equipment first to allow players to perform harder moves.
* Daring players should try to wait out the timer in the streets, performing skate moves and acquiring points until the timer is about to expire.
* In the ramp park, a good trick is to constantly push the kick button and do skid-outs at the top of each side of the half-pipe. To do this, get to the lip of the ramp, hold the stick parallel with the lip, and stop pressing kick. This will cause you to grind and skid down the ramp. You will be awarded big points at the lip and at the base of the ramp. This procedure may be repeated over and over for some incredible (effortless) high scores.
* Don't forget to visit the skate shops. Do not underestimate what a new board and shoes do for you. Buying new equipment allows you to move faster, jump farther, recover faster, and pull off more tricks.
* In the ramp section, levels 8, 9, and 10 : holding down the kick and jump buttons simultaneously on the lip of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third or fourth jump), and only once (as far as I can tell) per ramp session per level.
* The entire game should focus around the Sessions skate park (the blue park in the right quadrant of the play-field). Making multiple passes through this park will greatly increase your scores. Remember to keep jumping and spinning. A good game should leave you feeling completely exhausted!
- STAFF -
Software / Game design : John Salwitz
Playfield / Game design : Dave Ralston
Software : Paul Kwinn
Technical assistance : Rob Rowe
Animation : Sam Comstock, Will Noble, Mark West
Audio : Brad Fuller
Music : Hal Canon, Earl Vickers
Control design : Jack Aknin
Game design : Milt Loper
Hardware support : Gary Stempler
With invaluable support from : Dave Cook, Dennis harper, Russel Dawe (Rusty), Jess Melchor
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Nintendo Game Boy Colors (1999)
Sony PlayStation (2000, "Arcade Party Pak")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
Commodore C64 (1987) : Featuring a recording of the arcade soundtrack on the flip-side of the cassette. the same was done for US Gold's home conversions of "Out Run".
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
PC [MS Windows, CD-ROM] (1998, "Arcade's Greatest Hits - The Atari Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=7jigen,
$Edit this entry at Arcade-History.com
$bio
7jigen no Youseitachi - Mahjong 7 Dimensions (c) 1990 Dynax.
A mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Fairies of the 7 Dimensions'.
$end
$info=800fath,
$Edit this entry at Arcade-History.com
$bio
800 Fathoms (c) 1981 Amenip.
An old horizontally scrolling shoot'em up with a vertically scrolling background :). The player has to guide a submarine armed with torpedoes and missiles through five levels while fighting different underwater terrors. At the end of each area the boss-submarine appears.
- TECHNICAL -
Cabinet dimensions : 67.5'' high x 25.5'' deep x 28'' wide
Weight : 235 lbs
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 114
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to US Billiards for US distribution. 800 Fathoms is known outside US as "Mariner".
$end
$info=9ballsht,9ballsh2,9ballsh3,
$Edit this entry at Arcade-History.com
$bio
9 Shootout! (c) 1993 E-Scape EnterMedia.
A 3-D pool game.
- TECHNICAL -
Main CPU : TMS34010 (@ 5 Mhz), TMS32026 (@ 40 Mhz)
Sound Chips : DAC (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Bundra for distribution.
$end
$info=qos,qosa,
$Edit this entry at Arcade-History.com
$bio
A Question of Sport (c) 1992 BFM / ELAM.
Test your sporting knowledge in this challenging quiz game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), M6809 (@ 1 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), UPD7759 (@ 640 Khz)
Palette colors : 256
Players : 1
Buttons : 10
- TRIVIA -
The game is based on the long-running British quiz show 'A Question of Sport' which started on January 5, 1970 and continues to this day.
$end
$info=ad2083,
$Edit this entry at Arcade-History.com
$bio
A. D. 2083 (c) 1983 Midcoin.
An old shoot'em up similar to Konami's "Time Pilot".
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 106
Players : 1
Control : 8-way Joystick
Buttons : 1
- TRIVIA -
'A. D.' stands for 'Anno Domini'.
$end
$info=abcop,
$Edit this entry at Arcade-History.com
$bio
A.B. Cop (c) 1990 Sega.
A futuristically-themed racing game from Sega, in which the player takes on the role of the A.B. Cop; a law enforcement officer who rides a heavily armoured hover-bike and must chase down and destroy the perpetrators of an armed robbery before the time limit expires.
At the start of each level, the player's bike is equipped with a limited number of 'Jumps', which, when utilized, allows the bike to temporarily take to the air; useful in avoiding the many vehicles - both enemy and benign - that litter the tracks. Also, if a jump is timed correctly it's possible to drop onto and attack enemy targets from above. Blue Jump icons occasionally appear on the track and can be run over and collected.
In addition to the jumps, pushing UP on the joystick gives the bike a short speed boost; necessary if the levels are to be completed within the tight time limits the game imposes. Unlike the jumps, the bike has an unlimited number of speed boosts. At the end of each stage awaits a huge, end-of-level guardian - a first for the racing genre - each of which is heavily armed and takes multiple hits to destroy.
A.B. Cop is hugely reminiscent of Taito's superb racing legend, "Chase HQ".
- TECHNICAL -
Cabinet dimensions : 76'' (193cm) High x 24,8'' (63cm) Wide x 58,7'' (149cm) Deep.
Cabinet weight : 271 lbs (123 kg)
Sega X Board hardware
Game ID : 317-0169b
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
A.B. stands for 'Air Bike'.
- TIPS AND TRICKS -
Beat the game with over 60 million points to play an extra stage between the ending that has you facing off with every boss of the game with a super deformed / chibi look.
$end
$info=abscam,
$Edit this entry at Arcade-History.com
$bio
Abscam (c) 1982 GL.
A human-shaped player moves arround a maze collecting money and avoiding the FBI cars. Collecting all the money moves the player to the next level.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way Joystick
Buttons : 1
$end
$info=abunai,
$Edit this entry at Arcade-History.com
$bio
Abunai Houkago - Mou Matenai (c) 1989 Green Soft.
A hanafuda game.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
- TRIVIA -
Released in March 1989.
The title of this game translates from Japanese as 'Look Out! After School - I Can't Wait Any More'.
$end
$info=ace,
$Edit this entry at Arcade-History.com
$bio
Ace (c) 1976 Allied Leisure.
An old air battle game that features dogfights between two biplanes.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=aceattac,aceattaa,
$Edit this entry at Arcade-History.com
$bio
Ace Attacker (c) 1989 Sega.
An overhead volleyball game.
- TECHNICAL -
Sega System 16B hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=acedrvrw,
$Edit this entry at Arcade-History.com
$bio
Ace Driver (c) 1994 Namco.
A chase view racing game.
- TECHNICAL -
Twin Sitdown dimension : 78,5'' High x 62,75'' Wide x 55,25'' Deep.
Twin Sitdown wieght : 865 lbs.
Namco System 22 hardware
Game ID : AD
Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : steering wheel
Buttons : 1
- TRIVIA -
Ace Driver received the highest honors at the 76th Annual IAAPA Show (The deluxe cabinet). Ace Driver received the award for the Best Coin-Operated Game of the show!
Soundtrack album releases :
Ace Driver Series - Arcade Soundtrack 005 (WSCA-00003) (19/09/97) [Wonder Spirits]
- SERIES -
1. Ace Driver (1994)
2. Ace Driver - Victory Lap (1996)
$end
$info=victlapw,
$Edit this entry at Arcade-History.com
$bio
Ace Driver - Victory Lap (c) 1996 Namco.
A chase-view racing game featuring more tracks and cars than the original.
- TECHNICAL -
Namco System 22 hardware
Game ID : ADV
Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : steering wheel
Buttons : 1
- TRIVIA -
Soundtrack album releases :
Ace Driver Series - Arcade Soundtrack 005 (WSCA-00003) (19/09/97) [Wonder Spirits]
- SERIES -
1. Ace Driver (1994)
2. Ace Driver - Victory Lap (1996)
$end
$info=acrobatm,
$Edit this entry at Arcade-History.com
$bio
Acrobat Mission (c) 1991 UPL.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Game ID : UPL-91073
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Taito for manufacture and distribution.
- TIPS AND TRICKS -
* Secret Code for seeing the ending : In demonstration play, input the following code quickly : Up, Down, Left, Right, Shot, Bomb, Shot, Bomb, Button3(x3).
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
$end
$info=dogfgt,
$Edit this entry at Arcade-History.com
$bio
Acrobatic Dog-Fight (c) 1984 Technos.
A very funny shoot'em up game.
- TECHNICAL -
Game ID : TA-0011
Main CPU : (2x) M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 80
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Dog-Fight - Batten O'Hara no Sucharaka Kuuchuu-sen".
- TIPS AND TRICKS -
* Hop to New Plane : If your plane becomes damaged, you don't need to waste a parachute to reach the ground for a replacement. You can jump to a new plane by simply flying very close, usually right under or on top of your plane and pressing the jump button. If the other plane is in just the right spot, you'll make it, but otherwise you'll fall.
* Destroy UFOs the Easy Way : When you reach the UFO wave of the battle you're in, take your plane down as close to the ground as you can without crashing. Chances are, thanks to the circular pattern of their flight, the UFOs will arc over you and smash themselves into the ground.
* Score Big Points : While on the ground, instead of climbing right onto your replacement plane, jump over it. For each time you do this, you'll score 1,000 points. As long as you're careful, you can get a lot of points this way.
* Enemy Ran Away!! : After destroying 20 aircraft in a wave, the enemy retreats and you are awarded with 20,000 points and a free parachute!
- STAFF -
Staff : R. Hagiwara, Miyuki. Ohashi, Kaori. Ohta, Naritaka Nishimura, Kyoichi. Hara
$end
$info=actfancr,actfancj,actfanc1,
$Edit this entry at Arcade-History.com
$bio
Act-Fancer - Cybernetick Hyper Weapon (c) 1989 Data East.
A platform game with shoot'em up elements.
- TECHNICAL -
Main CPU : HuC6280 (@ 7.159066 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.759 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1989.
Soundtrack album releases :
Game Sound DECO ~G.S.M. Data East 1~ (D25B1002) (21/06/1989) [Pony Canyon/Scitron]
- STAFF -
Planner : J. Yamaguchi
Character design : Torba
Graphic design : Jun Sato, Kinya Aoyama, Masahiko Uzita, Dsyche Minagawa, Modeler.K, Yukie Siraiwa
Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Shuji Segawa, Tatsuya Kiuchi, Koma, Moriken
Soft : Hisatada Ohta, Kazunori Ishiguri, Toshiyuki Sakai
Hard : Hiroyuki Iwabe
$end
$info=afighter,
$Edit this entry at Arcade-History.com
$bio
Action Fighter (c) 1986 Sega.
An overhead driving / shoot'em up game from Sega which borrows heavily from Bally Midway's 1983 classic, "Spy Hunter". The player begins the game riding a motorbike. In subsequent levels a sportscar, a beach buggy, a boat, a chopper and even a Formula-1 racing car can all be driven. All of the vehicles are, of course, fully armed to deal with the many enemy vehicles and gun emplacements intent on stopping the player's progress. The helicopter levels play as a straightforward vertically-scrolling shoot'em up and bear more than a passing resemblance to Namco's "Xevious".
- TECHNICAL -
Sega System 16A hardware
Game ID : 317-0018
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Soundtrack album releases :
Game Sound Legend Series ~Legend of Game Music ~ Consumer Box~ [MarkIII Version] (SCDC-00497~506) (03/24/2006) [Scitron Discs]
- PORTS -
* Consoles :
Sega Master System
* Computers :
Commodore Amiga (1988)
Commodore C64 (1989)
Amstrad CPC (1989)
Sinclair ZX Spectrum (1989)
Atari ST (1989)
$end
$info=actionhw,
$Edit this entry at Arcade-History.com
$bio
Action Hollywood (c) 1995 TCH.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), PIC16C57 (@ 750 Khz)
Sound Chips : OKI6295 (@ 9.09 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- STAFF -
Overkill Group, Proyesel 1995
Code : Marcos Hernandez
GFX-Art : Jose L. Sanchez
Game Design : Marcos Hernandez, Jose L. Sanchez, Xavi Artigas
Music SFX : Marcos Hernandez, Jose L. Sanchez, Xavi Artigas
Testers : Marcos Hernandez, Jose L. Sanchez
$end
$info=nss_actr,
$Edit this entry at Arcade-History.com
$bio
ActRaiser (c) 1992 Enix / Quintet.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Licensed to Nintendo.
Soundtrack album releases :
Actraiser (ALCA-105) (1/25/1991) [Alfa Record]
Actraiser Synphonic Suite (originally mispelled) [Arrange] (ALCA-182) [Alfa Record]
- SERIES -
1. ActRaiser (1992)
2. ActRaiser 2 (1993, Nintendo Super Famicom)
- STAFF -
Scenario : Tomoyoshi Miyazaki
Programmer : Masaya Hashimoto
Graphic designers : Ayano Koshiro, Masahiko Takai, Koji Yokota, Takashi Shichijyo
Music composer : Yuzo Koshiro
Director : Masaya Hashimoto
Producer : Yasuyuki Sone
Publisher : Yasuhiro Fukushima
* Enix Staff : Takao Kawaguchi, Keizo Mochizuki, Takashi Yoneda, Yuchi Kikumoto, Kouji Mitsumori, Kenjiro Kano, Tetsuro Shimoda, Yoshie Fujimori, Jyunji Yagi, Keiko Ito, Hideki Yamamoto, Miwako Matsumoto, Keiko Taga, Yasuko Sekiguchi, Shigeki Maruyama, Eiichi Hirasawa, Mitsuhiko Endo, Shinji Futami
* Enix America Staff : Keiji Honda, Paul Bowler, Cherie Hasson
- PORTS -
* Consoles :
Nintendo Super Famicom (1990)
Nintendo Wii (2007, "Virtual Console")
* Others :
Mobile Phones (2003) : Only in Japan, contains the first three levels of the original game.
$end
$info=aerofgt,aerofgtb,aerofgtc,aerfboot,
$Edit this entry at Arcade-History.com
$bio
Aero Fighters (c) 1992 Video System.
A superb vertically scrolling shoot-em-up in which the player chooses an ace fighter pilot from a selection of 4 countries (USA, Japan, Denmark and Britain) and takes to the skies to destroy enemy jets, boats, helicopters, gun emplacements and huge end-of-level bosses. Features colorful, detailed 2-D graphics and a good level of challenge.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, SPECIAL WEAPON)
- TRIVIA -
This game is known in Japan as "Sonic Wings".
Red Rabbit from "Rabio Lepus" (also known as "Rabbit Punch") makes a cameo appearance in this game. Just check out Mao Mao's ending and you'll see it.
In Kowful's and T.B.'s joint ending, you can see plenty of "Turbo Force" arcade machines.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to Japanese characters.
Soundtrack album releases :
Sonic Wings (PCCB-00118) (21/04/93) [Pony Canyon/Scitron]
- TIPS AND TRICKS -
There's 6 different endings, depending on how you play.
- SERIES -
1. Aero Fighters (1992)
2. Aero Fighters 2 (1994)
3. Aero Fighters 3 (1995)
4. Sonic Wings Limited (1996)
5. Aero Fighters Assault (1997, Nintendo 64)
- STAFF -
Staff : Shin Nakamura, Ogawa Hyone, Armored Cruiser, Wataru Yamazaki, Alice Itoh, Tako Bekku, Neko ikeda, Hikihara, Manbow, H. Motono, K. Yamamotoya, H. Hino, You-Chan, M. Tsukada, Kazzo, Y. Fukuda, Y. Nakanishi, Naoki Itamura, Masato Arikawa, Soushi Hosoi, M. Sakakibara, Hironobu Urata
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
$end
$info=sonicwi2,
$Edit this entry at Arcade-History.com
$bio
Aero Fighters 2 (c) 1994 Video System.
The first sequel to the superb vertically scrolling shoot-em-up "Aero Fighters", players once again take control of a Jet fighter aircraft and take to the skies to destroy enemy jets, boats, helicopters, gun emplacements and huge end-of-level bosses. The graphics are every bit as accomplished as those of the prequel and the game delivers a good level of challenge.
The end-of-level bosses change from game-to-game; a nice touch that adds variety to an already solid game.
Players can choose to play as any one of eight different fighter pilots, each of which pilots a different jet :
* American F-117A Nighthawk piloted by Robo-Keaton.
* American A-10 Thunderbolt II piloted by Mao Mao.
* Japanese Fighter-Support X piloted by Hien.
* Japanese F-15 Eagle piloted by Captain Silver.
* International F-14 Tomcat piloted by Cindy and Ellen.
* International YF-23 Black Widow II piloted by Spanky.
* French Rafale piloted by Steve.
* British Sea Harrier FRS2 piloted by Bobby.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0075
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Main shot, [B] Special weapon
- TRIVIA -
Released in July 1994.
This game is known in Japan as "Sonic Wings 2".
This represent the second game in the "Aero Fighters" series and the first one on the Neo-Geo MVS.
The game's storyline changes according to the pilots currently selected, this applies to the endings as well. So try out different pair combinations in order to see some truly wacky endings!
In one part of the city in the Japan stage, you can see Red Rabbit (from "Rabio Lepus") on a sign, a poster of Mao Mao, a small sign with Mambu on it, and of course that infamous 'Heroin Magic' sign. Also, Check out the theme park in the U.S.A. stage. Among the rides, you can see the Red Rabbit, Tenukie, and Mambu.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'OH!'.
Soundtrack album releases :
Sonic Wings 2 (PCCB-00158) (16/12/94) [Pony Canyon/Scitron]
- UPDATES -
In the Japanese version of the game, Spanky is called Whity and Steve is called Angela.
- SERIES -
1. Aero Fighters (1992)
2. Aero Fighters 2 (1994)
3. Aero Fighters 3 (1995)
4. Sonic Wings Limited (1996)
5. Aero Fighters Assault (1997, Nintendo 64)
- STAFF -
Plan : Count IKuei
Program : Aiz!, You-Chan
Design : K. Yamamotoya, Takasu, Akira, Armored Cruiser, Oh! Kawara, Manbow Yokoyama, Eriko
Sound : Soushi Hosoi (Hoso-Q), Pirowo, Norie, Tarako, Hira
Assist : Mac, 840AV, Matsunami, Sisyou, K. Nakajima, T. Sakon, Masako, Hiki, T. Tateishi
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=sonicwi3,
$Edit this entry at Arcade-History.com
$bio
Aero Fighters 3 (c) 1995 Video System.
The third game in this excellent series adheres to the solid shoot-em-up template set down by its predecessors. The player takes on the role of a Jet Fighter aircraft pilot whose mission is to combat world terrorism. The object of the game is to fly from country to country and destroy all opposition around the world, before flying into outer space to combat the menace responsible for the terrorism. Each pilot has his own storyline that ties in with the game.
One enemy shot destroys the player's plane and releases a special power-up that the plane may have been carrying. If the player's final ship is destroyed, all power-ups and extra bombs are released and can be collected if the player chooses the 'continue' option, or if a second player is still active. However, on the final mission in Outer Space, the player is forced to start again at the beginning of the space mission, unless 2 players are active.
Aero Fighters now features an array of ten selectable pilots :
* American Vought F4U Corsair piloted by Robo-Keaton.
* American Northrop P-61 Black Widow piloted by the Blazers.
* Japanese Mitsubishi A6M Zero-Sen piloted by Hien.
* Japanese Aichi M6A1 Seiran piloted by Mao Mao.
* Soviet Il-2 Stormovik piloted by Chaika and Pooshka.
* Soviet Polikarpov I-16 piloted by Spanky.
* German Dornier Do-335 Pfeil piloted by Malcolm ('Pfeil' is german for 'Arrow')
* German Junkers Ju-87 Stuka piloted by Kowful and River.
* British Westland Whirlwind piloted by Alex and Pictus.
* British Fairy Swordfish piloted by Cindy and Ellen.
There are also two secret planes (see the TIPS AND TRICKS section for details) :
* The Aka Usagi (Red Rabbit) piloted by Kotomi.
* The Diabloon piloted by The Man.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0097
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Special weapon
- TRIVIA -
Released in October 1995.
This game is known in Japan as "Sonic Wings 3".
This represent the latest game in the "Aero Fighters" series for the Neo-Geo MVS.
Malcolm from 1993's "Ta-o Taido" makes an appearance as a pilot. His plane has a special charged shot ability that is unique to him (by holding Fire button).
The strange ship that appears at the end of each level and warps away after the boss is defeated first appeared in "Turbo Force" as a regular enemy during Stage 2.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HEY'.
Soundtrack album releases :
Sonic Wings 3 (PCCB-00193) (20/10/1995) [Pony Canyon/Scitron]
- UPDATES -
In the Japanese version of the game, Spanky is called Whity.
- TIPS AND TRICKS -
* Planes Spec. :
Vought F4U Corsair can have 3 power-ups and 5 bombs.
Northrop P-61 Black Widow can have 3 power-ups and 7 bombs.
Mitsubishi A6M Zero-Sen have 3 power-ups and 5 bombs.
Aichi M6A1 Seiran can have 2 power-ups and 5 bombs.
Il-2 Stormovik can have 2 power-ups and 7 bombs.
Polikarpov I-16 can have 4 power-ups and 6 bombs.
Dornier Do-335 Pfeil can have 3 power-ups and 4 bombs.
Junkers Ju-87 Stuka can have 4 power-ups and 7 bombs.
Westland Whirlwind can have 3 power-ups and 6 bombs.
Fairy Swordfish can have 1 power-up and 7 bombs.
Aka Usagi (Red Rabbit, see below) can have 2 power-ups and 4 bombs.
Diabloon (see below) can have 7 power-ups and 2 bombs.
* Play As Red Rabbit Kotomi (from "Rabio Lepus") :
1) Insert your coin(s)
2) Press and hold B+Start during all the folowing sequence. Now, at the character selection screen :
3) Press Down when the timer reaches 7 and when the nose of the plane points towards you.
4) Press Down when the timer reaches 5 and when the nose of the plane points towards you.
5) Press Down when the timer reaches 2 and when the nose of the plane points towards you.
6) Press Down when the timer reaches 0 and when the nose of the plane points towards you. Red Rabbit will appear.
* Play As Diabloon (from "Turbo Force") :
1) Insert your coin(s)
2) Press and hold B+Start during all the following sequence. Now, at the character selection screen :
3) Press Right.
4) Press Down when the timer reaches 7 and when the nose of the plane points towards you.
5) Press Down when the timer reaches 5 and when the nose of the plane points towards you.
6) Press Down when the timer reaches 2 and when the nose of the plane points towards you.
7) Press Down when the timer reaches 0 and when the nose of the plane points towards you. Diabloon will appear.
- SERIES -
1. Aero Fighters (1992)
2. Aero Fighters 2 (1994)
3. Aero Fighters 3 (1995)
4. Sonic Wings Limited (1996)
5. Aero Fighters Assault (1997, Nintendo 64)
- STAFF -
Planner : Count IKuei
Programmers : Aiz!, You-Chan, Sysyou
Designers : Armored Cruiser, Takasu, Akira, Manbow Yokoyama, T. Tateishi, K. Yamamotoya, A. Sakamura, A., Kaz, Hiki, T. Matsui, Oh! Kawara, M. Cats.I, Hil, T. Sakon
Sound : Q, P, Noise
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=aeroboto,
$Edit this entry at Arcade-History.com
$bio
Aeroboto (c) 1984 Jaleco.
The player as Aeroboto can transform into a 'Mobile robot' or an 'Aero-fighter' to complete this marathon shoot-'em-up.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : M6809 (@ 640 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 248 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Jump
- TRIVIA -
Released in September 1984.
Licensed to Williams for manufacture and distribution outside Japan.
This game is known in Japan as "Formation Z".
Charles Dahling holds the record for this game with 3,272,900 points on January 20, 1985.
- TIPS AND TRICKS -
* In the aero-fighter form only, energy fuel is used. You should be converted to a robot before the fuel runs out (remaining fuel is indicated on the lower-right side of the screen).
$end
$info=mt_aftrb,
$Edit this entry at Arcade-History.com
$bio
After Burner (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 10
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Soundtrack album releases :
Galaxy Force -G.S.M. Sega 1- [Arrange] (D28B0002) (7/21/88) [Pony Canyon/Scitron]
Super Sonic Team -G.S.M. Sega 3- [Arrange] (PCCB-00009) (10/21/89) [Pony Canyon/Scitron]
Mega Selection -G.S.M. Sega- [Arrange] (PCCB-00014) (12/15/89) [Pony Canyon/Scitron]
After Burner (PCCB-00032) (6/21/90) [Pony Canyon/Scitron]
S.S.T. Band Live [Arrange] (PCCB-00042) (10/31/90) [Pony Canyon/Scitron]
After Burner ~Sega Game Music Vol. 3~ (28XA-109) (12/21/87) (Alfa Record)
After Burner ~Sega Game Music Vol. 3~ [Reprint] (SCDC-00056) (12/20/2000) [Scitron Disc]
Sega Taikan Game Special (28XA-198) (21/12/87) (Alfa Record)
SING! ~ Sega Game Music ~ Presented BY B.B.Queens [Arrange+Mega CD Soft] (BVRR-1) [BMG Victor]
CLUB SEGA [Arrange] (MJCA-00003) (10/17/97) (Marvelous Entertainment)
Scitron 10th Anniversary Special Sampler (10/15/98) [Pony Canyon/Scitron]
SEGACON ~The Best of Sega Game Music~ Vol. 1 (10/24/2001) (SVWC-7092~4) [Sony Music Visual Works]
BACK IN THE S.S.T.BAND ~THE VERY BEST~ [Arrange] (11/19/2003) (SCDC-00312) [Scitron Disc]
Storm! ~SHOOTING GAME SOUND OMNIBUS Vol.2~ (1/7/2004) (KDSK-00023)
GAME SOUND LEGEND ARRANGE SERIES "SPEED & WIND" [Arrange] (SCDC-00375) [Scitron Disc]
- SERIES -
1. After Burner (1987)
1. After Burner [Commander model] (1987)
1. After Burner [W Cradle model] (1987)
2. After Burner II (1987)
3. G-Loc - Air Battle (1990)
4. R360 - G-Loc Air Battle (1990)
5. Strike Fighter (1991)
6. Sky Target (1995)
7. Sega Strike Fighter (2000)
8. After Burner Climax (2006)
9. After Burner - Black Falcon (2007, Sony PSP)
- PORTS -
* Computers :
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")
$end
$info=aburner,
$Edit this entry at Arcade-History.com
$bio
After Burner [Upright model] (c) 1987 Sega.
Another 3-D Sega game rendered with their superb sprite-scaling technology; this time putting the player into the seat of a powerful jet fighter. A number of colorful, fast-moving environments await the player, as he or she takes on the hordes of enemy planes intent on the player's destruction. At the end of every second stage, the player's jet fighter is re-fueled and re-armed, either by the appearance of a large support plane, or by landing on a military airstrip. After Burner's straightforward shoot'em up game-play is unremarkable and repetitive, but fun - largely down to the game's incredible visuals.
- TECHNICAL -
Upright cabinet dimensions :
Inches : 24,8inch Deep x 33,9inch Wide x 72,8inch High.
Centimeters : 63cm Deep x 86cm Wide x 185cm High.
Weight : 273 lbs / 124 kg
Sega X Board hardware
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
Released in July 1987.
Also released as :
"After Burner [Commander model]"
"After Burner [W Cradle model]"
The After Burner series was originally inspired by the 1986 Academy Award winning feature film 'Top Gun'.
Soundtrack album releases :
Galaxy Force -G.S.M. Sega 1- [Arrange] (D28B0002) (7/21/88) [Pony Canyon/Scitron]
Super Sonic Team -G.S.M. Sega 3- [Arrange] (PCCB-00009) (10/21/89) [Pony Canyon/Scitron]
Mega Selection -G.S.M. Sega- [Arrange] (PCCB-00014) (12/15/89) [Pony Canyon/Scitron]
After Burner (PCCB-00032) (6/21/90) [Pony Canyon/Scitron]
S.S.T. Band Live [Arrange] (PCCB-00042) (10/31/90) [Pony Canyon/Scitron]
After Burner ~Sega Game Music Vol. 3~ (28XA-109) (12/21/87) (Alfa Record)
After Burner ~Sega Game Music Vol. 3~ [Reprint] (SCDC-00056) (12/20/2000) [Scitron Disc]
Sega Taikan Game Special (28XA-198) (21/12/87) (Alfa Record)
SING! ~ Sega Game Music ~ Presented BY B.B.Queens [Arrange+Mega CD Soft] (BVRR-1) [BMG Victor]
CLUB SEGA [Arrange] (MJCA-00003) (10/17/97) (Marvelous Entertainment)
Scitron 10th Anniversary Special Sampler (10/15/98) [Pony Canyon/Scitron]
SEGACON ~The Best of Sega Game Music~ Vol. 1 (10/24/2001) (SVWC-7092~4) [Sony Music Visual Works]
BACK IN THE S.S.T.BAND ~THE VERY BEST~ [Arrange] (11/19/2003) (SCDC-00312) [Scitron Disc]
Storm! ~SHOOTING GAME SOUND OMNIBUS Vol.2~ (1/7/2004) (KDSK-00023)
GAME SOUND LEGEND ARRANGE SERIES "SPEED & WIND" [Arrange] (SCDC-00375) [Scitron Disc]
- TIPS AND TRICKS -
* Secret Commands : On the following stages, press the following keys to get the following effects.
During Demo - press Start + Vulcan Cannon + Missile + Foto sensor and stick Right to get a DUKE message.
Stage 1 - press Start + Vulcan Cannon + Missile, to get a messages.
Stage 3 - press Start and speed fast to get 100 Missiles.
Stage 5 - press Start + Vulcan Cannon + Missile, to get a message.
Stage 9 - press Vulcan Cannon + Missile and stick Right to get 100 Missiles.
Stage 11 - press Vulcan Cannon + Missile and stick Left to get 50,000,000 pts.
Stage 13 - press Start + Vulcan Cannon + Missile and stick Left to get a message.
Stage 16 - press Start and stick down to get a message.
Stage 19 - press Start to get a message.
Stage 21 - press Start + Vulcan Cannon + Missile + Foto sensor and stick Up to get 250,000,000 pts.
Stage 23 - press Start + Vulcan Cannon + Missile + Foto sensor to get a message.
- SERIES -
1. After Burner (1987)
1. After Burner [Commander model] (1987)
1. After Burner [W Cradle model] (1987)
2. After Burner II (1987)
3. G-Loc - Air Battle (1990)
4. R360 - G-Loc Air Battle (1990)
5. Strike Fighter (1991)
6. Sky Target (1995)
7. Sega Strike Fighter (2000)
8. After Burner Climax (2006)
9. After Burner - Black Falcon (2007, Sony PSP)
- STAFF -
Designed by : Yu Suzuki (YU.)
Music by : Hiroshi Miyauchi (HIR)
(KIM), (BIN), (SAD), (KEY), (Y.N)
- PORTS -
* Consoles :
Sega Master System (1987)
Nintendo Famicom (1989)
Sega 32X (1994)
Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")
FM Towns Marty
Sega Mega-CD
* Computers :
Commodore C64 (1988)
Atari ST (1988)
Commodore Amiga (1988)
Amstrad CPC (1988)
Sinclair ZX Spectrum (1989)
Sharp X68000 (1989)
PC [MS-DOS, 3.5'' Disks] (1989)
Commodore Amiga (1990, "Amiga Champions")
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")
FM Towns PC ("After Burner I")
* Others :
LCD handheld game (1989) by Tiger Electronics.
LCD tabletop game (1989) by Tiger Electronics : 18 different levels of play.
$end
$info=aburner2,
$Edit this entry at Arcade-History.com
$bio
After Burner II (c) 1987 Sega.
Another 3-D Sega game rendered with their superb sprite-scaling technology; this time putting the player into the seat of a powerful jet fighter. 23 colourful, fast-moving stages await the player, as he or she takes on the hordes of enemy planes intent on the player's destruction. At the end of every 2nd stage, the player's jet fighter is re-fueled and re-armed, either by the appearance of a large support plane, or by landing on a military airstrip. After Burner's straightforward shoot'em up gameplay is unremarkable and repetitive, but fun - largely down to the game's incredible visuals.
- TECHNICAL -
Deluxe cabinet dimensions : 80'' (203cm) Deep x 53'' (135cm) Wide x 69'' (175cm) High. Weight : 800 lbs (362 kg)
Upright cabinet dimensions : 24,8'' (63cm) Deep x 33,9'' (86cm) Wide x 72,8'' (185cm) High. Weight : 273 lbs (124 kg)
Sega X Board hardware
Game ID : 834-6335-02
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
Released in October 1987.
In the cut-scenes that show your jet fighter landing on a landing strip in order to reload the missile supply, there are some special vehicles that will make a cameo appearance. In the first landing, you'll see a man riding the motorcycle from "Hang-On". and in the second landing, you'll see the famous Ferrari Testarossa-like car from "Out Run".
Jimmy Cardenas holds the record for this game with 505,050 points on April 20, 1997.
Soundtrack album releases :
BEEP! Mega Drive Best Selection [Mega Drive Version] (4/25/91) (PSCX-1018) [Polystar]
After Burner II (MJCAX-00007) (Marvelous Entertainment)
SEGA AGES SOUND TRACK THE BEST PLUS [PS2 SEGA AGES 2500 Series] (KDSD-00051~2)
An ABII unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
- UPDATES -
ABII is essentially the same game as "After Burner", but there are a few differences, mainly the fact that it is possible to control your plane speed.
- SERIES -
1. After Burner (1987)
1. After Burner [Commander model] (1987)
1. After Burner [W Cradle model] (1987)
2. After Burner II (1987)
3. G-Loc - Air Battle (1990)
4. R360 - G-Loc Air Battle (1990)
5. Strike Fighter (1991)
6. Sky Target (1995)
7. Sega Strike Fighter (2000)
8. After Burner Climax (2006)
9. After Burner - Black Falcon (2007, Sony PSP)
- STAFF -
Designed by : Yu Suzuki (YU.)
Music by : Hiroshi Miyauchi (HIR)
Staff : (KIM), (BIN), (SAD), (KEY), (Y.N)
- PORTS -
* Consoles :
Nintendo Famicom (1989)
NEC PC-Engine (1990)
Sega Mega Drive (1990)
Sega Saturn (1996, "Sega Ages : After Burner II")
Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")
Sega Dreamcast (2001, "Shenmue II")
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 10 : After Burner II")
* Computers :
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
Commodore C64 (1988, Activision)
Commodore C64 (1989, Mindscape)
Sharp X68000 (1989)
Commodore Amiga (1989)
* Others :
Mobile phones (2003)
$end
$info=agentx1,agentx2,agentx3,agentx4,
$Edit this entry at Arcade-History.com
$bio
Agent X (c) 1983 Atari.
Agent X must progress through a series of floors to retrieve a set of stolen plans and destroy Dr. Boom's underground bomb factory. Avoid the explosives, bomb converters, forklifts, robot guards, acid pits, and death-ray shooting eyeballs.
- TRIVIA -
This game is a prototype of "Cloak & Dagger". When the game was about 70% completed and the movie was about 40% done, the movie producers and editors came to Atari to see if Atari had a game they could film as backdrop to the movie scenes which needed a 'Cloak & Dagger like spy game'. Atari agreed to change the name of its game to "Cloak & Dagger" and they put a couple of tid-bits into their script which referred to 'Agent X' (Dabny Colman's character). The game actually arrived on the scene about 2 months before the movie was released. It was tested under the name 'Agent X' in it's initial field test (about 5 months before the movie was released), but was never produced as anything but "Cloak & Dagger". There were about 5000 games produced which made it into the market place.
An 'Agent X' machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Russel Dawe (RBD)
$end
$info=aodk,
$Edit this entry at Arcade-History.com
$bio
Aggressors of Dark Kombat (c) 1994 SNK / ADK.
1-on-1 fighter featuring 8 selectable characters.
The game's major innovation is the ability to walk into the background, in a similar manner to side-scrolling beat 'em ups such as "Streets of Rage" or "Final Fight" because of this, unlike many other 2-D fighting games, the game uses one action button to jump, it also does not use the 'D' button, (Which many of SNK's other fighters did), only 2 action buttons are used for attacking (punch and kick), instead grappling and grabbing opponents (Pressing the A & B buttons simultaneously) is the focus of the gameplay, opponents can counter being grabbed, as well as break free. Also featured is weapon play, again similar to beat 'em ups, weapons can be picked up and thrown, or used in special & standard attacks. Weapons are thrown in by background crowd memembers who will step forward to toss them into the ring. Another (strange) innovation of the game is that characters start to sweat -graphicly- after a while.
Characters have unusually high health for the genre, with multiple, different coloured, health bars in one bar similar to a method of health bars used for boss characters in games of the time, in addition to this, each character has a 'Crazy Meter' at the bottom of the screen, which is built up as characters attack, this gives the character a special, often very bizarre, attack that will kill the opponent outright, known as the Gan Gan Attack in Japan, and the Crazy Attack in the US.
Battles are joined by irreverrent, sometimes humorous pre-fight banter from characters, the dialogue differs depending on whom each opponent is, and a clashing of 2 small images of the characters eyes, which clash in the centre of the screen.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0074
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 5