
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 
*   _   _  _   ____ _______ ____   _____ __    __   _____   ______ _________  *
*  | | | ||_|/ ___/__   ___/ __ \ |  _  \\ \  / /  |  __ \ |  __  |___   ___| *
*  | |_| | _ | |_    | |  | |  | || |_| | \ \/ /   | |  \ \| |__| |   | |     *
*  |  _  || |\__  \  | |  | |  | ||  _  /  \  /    | |  | ||  __  |   | |     *
*  | | | || |  _| |  | |  | |__| || | \ \  / / __  | |__/ /| |  | |   | |     *
*  | | |_||_|/____/  |_|   \____/ |_|  \_\/_/ |__| |_____/ |_|  |_|   |_|     *
* Big video game database, contains infos, trivia, tips and tricks, and more..*
*                                                                             *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *


#----------------------------

#STATUS

Revision: 0.61f
Last update: 29/08/2002
Entries: 2354
File Size: 1338583

#----------------------------

Maintained by Alexis Bousiges.

Copyright 1998-2002 History.dat All Rights Reserved,
No portions of this file may be posted on a website or reproduced for printed media without express written permission from the authors.

To submit Trivia, Tips and tricks, Updates to this file, please post at http://groups.yahoo.com/group/HistoryDatabase/
or send e-mail to the coordinators: Alexis.bousiges@club-internet.fr


#----------------------------

#TODO

-Added: short description/reviews for all games.

#----------------------------

#'88 Games

$info=88games,
$bio

'88 Games (c) 07/1988 Konami.

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


- SERIES:


1. Track & Field

2. Hyper Olympics '84

3. '88 Games


$end

#----------------------------

#'99 The Last War

$info=99lstwar,99lstwra,
$bio

'99 The Last War (c) 1985 Proma.

This game is also known as Son of Phoenix, and as Repulse.


- TIPS & TRICKS:


Your tank can move in any direction, but is limited to the bottom sixth of the screen, much like Centipede.
Shoot as many aliens as quickly as possible and avoid their on-coming fire.
The enemies vary in difficulty and in the intensity of their attack.
Use the shield sparingly for those moments only when it is absolutely necessary.


$end

#----------------------------

#005

$info=005,
$bio

005 (c) 12/1981 Sega.


$end

#----------------------------

#10 Yard Fight

$info=yard,vsyard,vsyard2,
$bio

10 Yard Fight (c) 07/1984 Irem.


- TIPS & 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 your opponent's deployment.
Are they all over at 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 crossfield throw at the last second.
The opponents would get sort of "caught in the scroll" as the ball when diagonally across and most times the running back would be away with no one anywhere near him.


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.


$end

#----------------------------

#1941 - Counter Attack

$info=1941,1941j,
$bio

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


- TIPS & TRICKS:


In 1941 your airplane doesn't lose energy when it collides with cliffwalls, buildings etc.
Instead it will rotate a bit after such collisions.
That means you can tumble up and down these obstacles (keep on colliding), and if you keep shooting, your shots will go in all directions.
This way you can clear up a lot of enemies when you are under pressure.


- SERIES:


1. 1942

2. 1943 - The Battle of Midway

3. 1943 Kai - Midway Kaisen

4. 1941 - Counter Attack

5. 19XX - The War Against Destiny

6. 1944 - The Loop Master


- STAFF:


Planner: Poo, Rekite

Object: S. Thing, Yokota Yokozo, Terukun, Kuribow

Scroll: Sadakichi, Marilyn, Yuki, Kintarou, Harusan

Character Support: Akiman

Character Coordinator: Rekite

Character Effect: Yokota Yokozo

Sound Composer: Hifumi

Programmer: Makkow, Babel-2, Dome

Game Analyser: Nin, Doda Nda Uda

Director: Kihaji Okamoto


$end

#-----------------------------

#1942

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

1942 (c) 12/1984 Capcom.


- STAFF:


Designed and programmed by Yoshiki Okamoto.


- TRIVIA:


1942 was the first game Okamoto designed at Capcom.


- TIPS & TRICKS:


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


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


On the challenge levels, you can get large bonuses based upon shot accuracy:
90% - 94% = 10,000 points,
95% - 99% = 20,000 points,
100% = 100,000 points.


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


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


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


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


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


- SERIES:


1. 1942

2. 1943 - The Battle of Midway

3. 1943 Kai - Midway Kaisen

4. 1941 - Counter Attack

5. 19XX - The War Against Destiny

6. 1944 - The Loop Master


$end

#-----------------------------

#1943 - The Battle of Midway

$info=1943,1943j,
$bio

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


- STAFF:


Designed by Yoshiki Okamoto.

Character Design: Sato Chin, Miki Chan, Kawamoran, Rho No Sakata


- TIPS & TRICKS:


*Choose your weapon*
Hold these buttons at the beginning of each stage to activate the weapon:

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

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

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

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

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

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

Stage 7 for a 3-Way, press:
1P side Upleft, and 2P side Down.

Stage 8 for a Auto, 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 Rightdown+A+B.

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

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

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

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 Left.

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


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.
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.

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

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), but I haven't confirmed whether or not this bonus is actually what causes the increase.
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 a 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!


*A good solution if you want to do a big score*
In each "boss level", kill all the enemies except the boss.
If you do not kill the boss you will start back at the beginning of the level.
This trick works only one time for each "level boss", but in the last level, round 16, if you never kill the boss you will continue to start back at the beginning every time.
It is theoretically possible to score an infinite amount of points!


- SERIES:


1. 1942

2. 1943 - The Battle of Midway

3. 1943 Kai - Midway Kaisen

4. 1941 - Counter Attack

5. 19XX - The War Against Destiny

6. 1944 - The Loop Master


$end

#-----------------------------

#1943 Kai - Midway Kaisen

$info=1943kai,
$bio

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

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


- UPDATES:


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


- TIPS & TRICKS:


*Choose your weapon*
Hold these buttons at beginning of each stage to activate the weapon:

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

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

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

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

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

Stage 6 for a Laser, press:
1P side Downleft, 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.


- SERIES:


1. 1942

2. 1943 - The Battle of Midway

3. 1943 Kai - Midway Kaisen

4. 1941 - Counter Attack

5. 19XX - The War Against Destiny

6. 1944 - The Loop Master


$end

#-----------------------------

#19XX - The War Against Destiny

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

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


- TIPS & TRICKS:


*Change first stage music to 1942 BGM*
At the title screen after coin inserted move up, right x 9, down x 4, left x 2.
A sound will be heard once code entered.


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


- SERIES:


1. 1942

2. 1943 - The Battle of Midway

3. 1943 Kai - Midway Kaisen

4. 1941 - Counter Attack

5. 19XX - The War Against Destiny

6. 1944 - The Loop Master


- STAFF:


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

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

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

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

Music Composer: Syun "Kobekko" Nishigaki, Zuzuki Tatsuro

Sound Designer: Hiroaki "Mach-2" Kondo

All Sound Produce: Arcade Sound Team


$end

#----------------------------

#2 on 2 Open Ice Challenge

$info=openice,
$bio

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


- TIPS & TRICKS:


Here are some codes to play as a few hidden characters: (Initials, Birthdate)

Ted Barber: BAR, Dec 05

Heather Beach: HAB, Mar 24

Steve Beran: SAB, Aug 29

Chris Bobrowski: ME(space), May 12

Ed Boon: EJB, Feb 22

Matt Booty: MVB, Apr 18

John Carlton: JMC, Aug 05

Jay Cohen: JNC, Jun 04

Matt Cooney: MJC, Jun 06

Xion Cooper: XC(space), Aug 09

Steve Correll: RSC, Sep 16

Pat Cox: PGC, Apr 11

Bill Dabelstein: DOZ, Dec 31

Kevin Daley: J(space)R, Sep 15

Matt Davis: MJD, Aug 19

Warren Davis: WBD, Aug 17

Sal Divita: SAL, Feb 02

Paul Dussault: PGD, Dec 17

Brian Eddie: BRE, Apr 20

Nik Ehrlich: NIK, Nov 17

Joan Faux: JBF, July 17

Bridgitte Fedesna: BMF, May 09

Jennifer Fedesna: JKF, Feb 25

Eddie Ferrier: EF(space), Jun 10

Pat Foley: PJF, Dec 23

Ray Gay: RMG, Aug 11

Eugeene Geer: OEG, Nov 05

Jim Gentile: JPG, Jan 23

Tony Goskie: TWG, Dec 07

Jim Greene: JDG, May 31

Evil Haeger: JH(space), Jul 13

Jack Haeger: JEH, Jul 13

Jack H. Haeger: JAH, Jan 6

Jennifer Hedrick: JJH, May 3

Jon Hey: JWH, Sept 20

Gordie Howe: G(space)H, Mar 31

Craig Janney: C(space)J, Sept 26

Eugene Jarvis: EPJ, Jan 27

Jeff Johnson: JBJ, Nov 04

Ed Keenan: EJK, Apr 10

Al Lasko: AL(space), Aug 31

Mark Loffredo: ML(space), May 25

John Lowes: JML, Nov 04

Andy Lycke: AL(space), Nov 23

Mike Lynch: MJL, Feb 28

Ray Macika: REM, Mar 26

Luis Mangubot: LM(space), Apr 18

Martin Martinez: MAM, Aug 07

Cary Mednick: CMM, Jul 02

Tony Metke: ARM, July 19

Dave Michicich: DLM, Aug 06

John Newcomer: JRN, Jun 18

Mike Ossian: OTT, Jan 11

Sheridan Oursler: SNO, Jan 03

Mark Penacho: MDP, Jan 13

Carlos Pesina: CCP, Nov 15

Jeff Peters: JTP, Dec 15

Jim Rohn: JR(space), May 22

Maryann Rohn: MAC, Jul 07

Rebecca Scott: RS(space), Sept 27

Ross Shaffer: FRS, Apr 13

Glenn Shipp: GWS, Jun 11

Jake Simpson: JMS, Feb 22

Jason Skiles: JMS, July 29

Kevin Stevens: KMS, Apr 15

Sidney Strong: SID, Feb 12

Dan Thompson: DJT, Jun 04

Art Tianis: AJT, Oct 23

Jim Tianis: DJT, Oct 20

John Tobias: TOB, Aug 24

Josh Tsui: CET, Nov 28

Mark Turmell: MJT, Mar 22

Mike Vinikour: MXV, Oct 14

Mike Waldron: MJW, Jan 09

Ken Williams: WKW, May 30

Christa Woss: CLW, Jul 09

Dave Zab: ZAB, May 28

Zarley Zalapski: ZBZ, Apr 22


$end

#----------------------------

#2020 Super Baseball

$info=2020bb,2020bbh,
$bio

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


$end

#----------------------------

#3 Count Bout

$info=3countb,
$bio

3 Count Bout (c) 03/1993 SNK.

This game is known in Japan as Fire Suplex.


$end

#----------------------------

#4 Fun in 1

$info=4in1,
$bio

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


$end

#----------------------------

#4 Player Bowling Alley

$info=bowler,
$bio

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


- TRIVIA


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


$end

#----------------------------

#4-D Warriors

$info=4dwarrio,
$bio

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


- STAFF:


Rabinia H, Miyao, Sanpei, T. Iga


$end

#----------------------------

#600

$info=600,
$bio

600 (c) 1981 Konami.

This game is also known as Turtles, and as Turpin.


$end

#----------------------------

#64th. Street - A Detective Story

$info=64street,64streej,
$bio

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


- STAFF:


Executive Producer: Tokuhiro Takemori

Director: Sigeru Hashimoto

Planning: Y. Hiroyama

Program: Manbou, Sin Fuzihiro

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

Character Design: Mamoru Horikoshi, Shigeru Hashimoto

Hyper Adviser: Myaa

Sound: Yokoyama, Studio O.K


$end

#-----------------------------

#720 Degrees

$info=720,720b,
$bio

720 Degrees (c) 12/1986 Atari Games.


- TRIVIA:


Atari released a limited-edition soundtrack record.


- TIPS & TRICKS:


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 per ramp session per level.


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


- STAFF:


Software / Game Design: John Salwitz

Playfield / Game Design: Dave Ralston

Software: Paul Kwinn

Technical Assistance: Rob Rowe

Animation: Sam Comstock, Will Noble, Mark West

Audio: Brad Fuller

Music: Hal Cannon, Earl Vickers

Control Design: Jack Aknin

Game Design: Milt Loper

Hardware Support: Gary Stempler

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


$end

#-----------------------------

#800 Fathoms

$info=800fath,
$bio

800 Fathoms (c) 1981 Amenip / US Billiards.

This game is also known as Mariner.


$end

#-----------------------------

#Acrobat Mission

$info=acrobatm,
$bio

Acrobat Mission (c) 1991 UPL / Taito.


$end

#-----------------------------

#Act-Fancer Cybernetick Hyper Weapon

$info=actfancr,actfancj,actfanc1,
$bio

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


- STAFF:


Planner: J. Yamaguchi

Character Design: Torba

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

Sound: Azusa Hara, Maro, Shuji Segawa, Tatsuya Kiuchi, Koma, Moriken

Soft: Hisatada Ohta, Kazunori Ishiguri, Toshiyuki Sakai

Hard: Hiroyuki Iwabe


$end

#-----------------------------

#Adventure Quiz 2 Hatena Hatena no Dai-Bouken

$info=hatena,
$bio

Adventure Quiz 2 Hatena Hatena no Dai-Bouken (c) 03/1990 Capcom.


$end

#-----------------------------

#Aero Fighters

$info=aerofgt,aerofgtb,aerofgtc,
$bio

Aero Fighters (c) 1992 Video System

This game is known in Japan as Sonic Wings.


- SERIES:


1. Aero Fighters

2. Aero Fighters 2

3. Aero Fighters 3

4. Sonic Wings Limited


- STAFF:


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


$end

#-----------------------------

#Aero Fighters 2

$info=sonicwi2,
$bio

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

This game is known in Japan as Sonic Wings 2.


- SERIES:


1. Aero Fighters

2. Aero Fighters 2

3. Aero Fighters 3

4. Sonic Wings Limited


- STAFF:


Plan: Count. IKue

Program: Aiz!, You-Chan

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

Sound: Hoso-Q, Pirowo, Norie, Takaro, Hira

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


$end

#-----------------------------

#Aero Fighters 3

$info=sonicwi3,
$bio

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

This game is known in Japan as Sonic Wings 3.


- SERIES:


1. Aero Fighters

2. Aero Fighters 2

3. Aero Fighters 3

4. Sonic Wings Limited


- STAFF:


Planning: Count.I

Program: Aiz!, You-Chan, Sysyou

Design: 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


$end

#-----------------------------

#Aeroboto

$info=aeroboto,
$bio

Aeroboto (c) 09/1984 Williams.

This game is also known as Formation Z. (Jaleco)


$end

#-----------------------------

#After Burner

$info=aburner,
$bio

After Burner (c) 08/1987 Sega.


- TIPS & TRICKS:


The game will play itself if it has the credits to continue.


- SERIES:


1. After Burner

2. After Burner II


- STAFF:


Designed by Yu Suzuki.


$end

#-----------------------------

#After Burner II

$info=aburner2,
$bio

After Burner II (c) 08/1987 Sega.


- TIPS & TRICKS:


The game will play itself if it has the credits to continue.


- SERIES:


1. After Burner

2. After Burner II


- STAFF:


Designed by Yu Suzuki.


$end

#-----------------------------

#Aggressors Of Dark Kombat

$info=aodk,
$bio

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

This game is known in Japan as Tsuukai GANGAN Koushinkyoku.


- STAFF:


Executive Producer: Kazuo Arai

Producer, Action Plan, Game Director: T. Maruyama

Director, Game Plan: T. Hatono

2.nd Director, Algolism Plan: Kenji Sawatari

Marketing Research: Y. Gotoh

System Plan: T. Maruyama

System Programmer: E. Fukatsu, M. Chiba

Programmer: H. Kamoda, T. Shirasawa, M. Ando, S. Kubota

Editor: M. Ishida

Sound Direction: T. Maruyama

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

Art Director: T. Maruyama

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

Demo Character design: K. Fujita

Public Information: K. Fujita, H. Taguchi

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

Schedule Manager: K. Sakanishi



$end

#-----------------------------

#Ah Eikou no Koshien

$info=koshien,
$bio

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


$end

#-----------------------------

#Air Buster

$info=airbustr,airbustj,
$bio

Air Buster (c) 06/1990 Kaneko.

Licensed to Namco.


- TIPS & TRICKS:


The more "P" power-ups you get, the stronger your fire gets, but with each one starting with the third one you pick up your rate of fire starts to decrease.
This, of course, makes it harder to take out later enemies where a lot of very fast and straight firing shots are better than a few slow strong shots with a fan effect.
The best "P" level to be at is level 3 (or basically pick up only 2 "P" power-ups).
This will give you decent firepower and still keep the fastest rate of fire.


Learn to anticipate when and where the other power-ups will appear (and what position they show up from the pod).
Some power-ups are better than others in different areas of different levels.
When in doubt, the best ones to keep are either the guided missile (the green "M") or the barrier (the "B").


The "S" power-up will act as a pseudo barrier destroying any fire or weaker enemies that come into contact with the pods.


Holding the fire button will charge a "smart-bomb" ish-type weapon that when fully charged and released will destroy most enemies and their projectiles.
It takes about five seconds to cool off before you can charge it again.


You can attain better control in the no gravity levels by moving your ship all the way to the left side of the screen and holding left.
When you move up and down then, it will not keep moving up or down.


Level two has two different series of high-speed narrow tunnels.
These are best handled with the Barrier power-up (which conveniently appears just before they show up).
The Barrier will not prevent you from running into walls, it just makes it harder to do so.
If you push up or down into a wall, the Barrier will resist, but eventually give way allowing you to crash.
Watch the caution signs that appear on screen to anticipate how the tunnel will turn next and continue to fire while in these tunnels as enemies will appear in front of and behind you.
Collect the dollar signs for extra points.


Level six is simply nutty but, amazingly, is possible to beat without dying.
A TON of enemy fire will be coming at you during about half the level.
You will likely survive longer if you pay more attention to the area surrounding your ship and make slight movements to fly around their fire rather than focusing on destroying the enemies.
When in the walled section of this level, shoot at the moving blocks - although you cannot destroy them, you will rack up a ton of points doing this.
Also, try to keep as close to the right side of the screen during the walls since moving up or down will require you to move left at the same time to keep from crashing.


- STAFF:


Software: S. "to-y" Igarashi, H. "tiny-tomo" Takeuchi

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

Hardware: H. Mikami, H. Nagayoshi

Music compose: T. Watanabe

Sound operate: S. Aizu

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

Total coordinate: S. "to-y" Igarashi

General producer: H. Kaneko


$end

#-----------------------------

#Air Duel

$info=airduel,
$bio

Air Duel (c) 06/1990 Irem.


$end

#-----------------------------

#Air Gallet

$info=agallet,
$bio

Air Gallet (c) 1996 Banpresto / Gazelle.

This game is known in Japan as Akuu Gallet.


- STAFF:


Executive producer: J. Sato

Total coordinator: T. Kawashima

Producer: H. Fujimoto

Director: T. Uemura

Programmer: Mizuiro Honey

Graphic designer: M. Yamaguchi, J. Inoue, K. Ohira

Music composer: Yoshitaz


$end

#-----------------------------

#Air Wolf

$info=airwolf,
$bio

Air Wolf (c) 1984 Universal City Studios.

A bootleg of this game is known as Sky Wolf and was released 3 years later.


- TRIVIA:


The game is based on the popular US TV series Airwolf.


- STAFF:


Yoshikikun, Kankurou, Chapy Hara, Yahichi, Sukesan


$end

#-----------------------------

#Ajax

$info=ajax,ajaxj,
$bio

A Jax (c) 12/1987 Konami.

This game is also known as Typhoon.


- TIPS & TRICKS:


Destroy the red enemies and collect the power-up capsule.
The letter on the capsule determines which enhancement is available:

1. V - Vulcan:
Rapid bullets can be fired in the directions controlled.

2. B - Bomb:
Air-to-ground missiles will have extra power.

3. 3 - 3-Way:
Fire bullets straight forward, straight right and left.

4. T - Triple:
Bullets spread three ways in front.

5. L - Laser:
Radiate double laser.


Destroy the red enemy formation and collect an "O" power-up capsule for extra firing power.


- STAFF:


Producer: K. Hiroshita

Director: S. Okamoto

Programmer: S. Fujiwara, Gen. S

2D design: N. Sugita

3D design: N. Ishii

Tittle: Dr. Hide

Character: K. Nakamura

Sound: Y. Uno, M. Furukawa

Hardware: H. Ueno, K. Ban


$end

#-----------------------------

#Akkanvader

$info=akkanvdr,
$bio

Akkanvader (c) 06/1995 Taito.

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


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Majestic Twelve - The Space Invaders Part IV

5. Space Invaders DX

6. Akkanvader


$end

#-----------------------------

#Akuma-Jou Dracula

$info=hcastlej,hcastljo,
$bio

Akuma-Jou Dracula (c) 02/1988 Konami.

This game is also known as Haunted Castle.


- TRIVIA:


Many sources might tell you that Haunted Castle is not part of the CastleVania series, but this is not the case at all.
The main character doesn't have any name, but it is believed to be Simon Belmont of the original CastleVania.


- TIPS & TRICKS:


When fighting Frankenstein's Monster, try moving in close to him and allow him to 'hit' you towards him.
Some times you will land in a spot where the monster can no longer hit your character.


There is a random (and rare) power-up in the game that extends your life bar making the game much easier.
The how-to of obtaining this power-up is easy: do nothing!
Just hope that you're lucky enough that the CPU grants you this extra energy (this could actually be a bug).


$end

#-----------------------------

#Alcon

$info=alcon,
$bio

Alcon (c) 12/1986 Taito.

This game is also known as Slap Fight.


- TIPS & TRICKS:


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

To get a large bonus, dodge all the enemy shots without firing at all until reaching the ring-shaped pool.
You will earn a large bonus and start your next life just before the second Boss.


$end

#-----------------------------

#Ales no Tsubasa - The Legendary Soldiers

$info=lwingsjp,
$bio

Ales no Tsubasa - The Legendary Soldiers (c) 11/1986 Capcom.

This game is known in US as Legendary Wings.


- TIPS & TRICKS:


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

There are also five power-ups hidden in the cave.


This trick works at the end of the underground levels : the one at the middle of the level (in the open mouth) and at the final-level boss.

Usually when you play you go forward 'till the pavement drops down and start the fight with the boss to open the gate.
But if you stop walking when you can see a little bit of the boss on the right margin of the screen (before the floor drops down), and you come back, walk down the stairs in the middle floor and shoot in the left direction you kill the boss and pass the level.

At the final-level boss the trick works only :

1. if the shot you own is the biggest one (and when you walk down the stairs you can shoot at the left or the right side, and the bullet will pass through the wall).

2. if the shot is the three-directions one.
Shoot in the right direction, and if one of the three bullets passes through the wall and hits the boss (in this case it takes some shots to kill him).


$end

#-----------------------------

#Alex Kidd - The Lost Stars

$info=alexkidd,alexkida,
$bio

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


- TRIVIA:


In the second stage you can see corpses defecating skulls left and right. (Seriously!)


$end

#-----------------------------

#Ali Baba and 40 Thieves

$info=alibaba,
$bio

Ali Baba and 40 Thieves (c) 1982 Sega.


- TIPS & TRICKS:


Based on the classic Arabian folk tale, the game starts out with Arabian music and Ali Baba (who looks really like Pacman) goes into the money room with the words "Open Sesame" and grabs all the money and takes it back.
Then he has to hit all forty thieves that come on the screen and if they go into the cave with Ali Baba's money and try to take it back to the money room.
If all of his money has been stolen, he loses a life.
Also, every thief and the one that stole the money can be killed except for the red captain thief who is invincible.
If you kill all forty thieves while protecting your money, you advance to the next level.


$end

#-----------------------------

#Alien Invasion Part II

$info=alieninv,
$bio

Alien Invasion Part II (c) 1978.

This game is a bootleg of Space Invaders.


$end

#-----------------------------

#Alien Storm

$info=astorm,astorm2p,astormbl,
$bio

Alien Storm (c) 1990 Sega.


- STAFF:


Designed by Team Shinobi Ver.4.


- TRIVIA:


This was the fourth game developed by Team Shinobi.
The previous games were: Shinobi, Altered Beast and Golden Axe.


$end

#-----------------------------

#Alien Syndrome

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

Alien Syndrome (c) 01/1987 Sega.


- TIPS & TRICKS:


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


$end

#-----------------------------

#Alien vs. Predator

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

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


- TRIVIA:


The game combines enemies from the two Twentieth Century Fox films entitled Alien and Predator.
This is the first title to ever combine elements from two separate, non-related films into a single game.


- STAFF:


Planner: Kame, Garuda tetsu, Wda T

Programmer: Chan Chochoy, Arikichi, Pon, Hard.Yas, Shinchan

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

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

Music composer: Hideki Ok

Sound designer: Kajino Toshio

Capcom USA support: David Winstead, Alex Jimerez


$end

#-----------------------------

#Aliens

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

Aliens (c) 03/1990 Konami.


- UPDATES:


The japanese version of ALIENS is very unlike any other version in any other country.


*Deletions*

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

- As such, the subplot of rescuing Newt is gone.
Therefore, Newt never appears in stage 1.

- When you take on the "Shrinky-Dink Alien Quartet", the first one fully enlarge hops off-screen, leaving you to only battle the other tree.

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


*Additions*

- Two new kinds of minor enemy appear in the game:
a. An adult alien bursts out of the background wall during the vent portion of what we consider Stage 5.
b. The small form of the Shrinky-Dink Alien, as seen in the form of the second mid-boss in Stage 5, reappears in Stage 7.

- Titles have been given to each level.

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

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

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

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

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

- Extra exploding barrels appear thoughout the game.


*Other changes*

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

- Many of the adult aliens in the elevator sequence of stage 3 have been removed.
They have been replaced with flying aliens that do not damage the cables.
This make this sequence much easier.

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

- During the final battle, the queen does not breathe fire/acid at you.
Instead, after flashing white, she send out multiple images of herself as a projectile!

- The queen charges at you constantly even if you are in the power loader.
This make the final battle much more difficult.


- STAFF:


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

Character: Kengo N., Nishiyan

Graphic: M. Yoshida, Kaoru. N

Music composer: Adachi

Sound effect: Oouchi

Hardware design: H. Matsuura

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

Director: S. Okamoto

Management: Hiroshita


$end

#-----------------------------

#All American Football

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

All American Football (c) 1989 Leland.


- SERIES:


1. Quarterback

2. John Elway's Team Quarterback

3. All American Football


- STAFF:


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

Software: Bob Skinner, Phil Sorger

Graphics: Kevin Lydy

Sounds: Michelle Simon

Music: Sam Powell

Hardware: Eric Henderson


$end

#-----------------------------

#Alley Master

$info=alleymas,
$bio

Alley Master (c) 05/1986 Cinematronics.


$end

#-----------------------------

#Alpha Mission II

$info=alpham2,
$bio

Alpha Mission II (c) 03/1991 SNK.

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


- SERIES:


1. ASO - Armored Scrum Object

2. Alpha Mission II


$end

#-----------------------------

#Alpha One

$info=alphaone,alphaona,
$bio

Alpha One (c) 1983 Atari.

This game is a prototype of Major Havoc.


- STAFF:


Designed and programmed by Owen Rubin.


- TRIVIA:


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


- UPDATES:


Some differences from the final game:

1. There is no music in Alpha one.

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

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

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

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

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


$end

#-----------------------------

#Alphax Z, The

$info=alphaxz,
$bio

The Alphax Z (c) 1986 Ed.

Licensed to Wood Place.

This game is also known as Mission 660.


$end

#-----------------------------

#Alpine Ski

$info=alpine,alpinea,
$bio

Alpine Ski (c) 04/1982 Taito.


- TIPS & TRICKS:


Here's a way to get ridiculously high scores in Alpine Ski:
Go thru the downhill section with the points flags very slowly and avoid collecting positive points.

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

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

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

Repeat Step 4 until you've run out of time.
You now have a completely unbeatable highscore and people will beg you to tell them how you did it (If it was 1982!).

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


$end

#-----------------------------

#Altered Beast

$info=altbeast,altbeas2,
$bio

Altered Beast (c) 08/1988 Sega.

This game is known in Japan as Jyuohki.


- TIPS & TRICKS:


Kill the flashing white wolves to reveal power-ups.
As you collect more power-ups you gain more muscles (are these steroids?) and after three, you will transform into a beast -- a different one each level.
These beasts are: a werewolf, a flying weredragon, a werebear, a weretiger and finally the Golden Werewolf.
Level two features head suckers that can be shaken off by moving the joystick left and right quickly.

BOSS 1:
Press repeatedly the button A, and when the big heads come over you, press B.
If you're hit, try to go behind the boss by pressing B.

BOSS 2:
Go near the big eye, and press B repeatedly.

BOSS 3:
Go near him and press A, until he fires at you.
Then press B, and again A.

BOSS 4:
Go behind the crocodile, crouch and use the B button often.

BOSS 5:
Press B a lot, and when the rhino charges, jump, then again B.


- STAFF:


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


$end

#-----------------------------

#Amazing Adventures of Mr.F.Lea, The

$info=mrflea,
$bio

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


$end

#-----------------------------

#Amazing Maze

$info=maze,
$bio

Amazing Maze (c) 10/1976 Midway.


$end

#-----------------------------

#Ambush

$info=ambush,
$bio

Ambush (c) 1983 Nippon Amuse.


$end

#-----------------------------

#American Horseshoes

$info=horshoes,
$bio

American Horseshoes (c) 07/1990 Taito.


$end

#-----------------------------

#American Speedway

$info=amspdwy,amspdwya,
$bio

American Speedway (c) 07/1987 Enerdyne Technologies.


$end

#-----------------------------

#Amidar

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

Amidar (c) 10/1981 Konami.

Also licensed to Stern for sale in the US (04/1982), and to Olympia.

A bootleg of this game is known as Amigo.


- TIPS & TRICKS:


On even-numbered levels, your character is a gorilla; on odd-numbered levels, it is a paint roller and the Amidars are savages and pigs, respectively.
Filling the four corner boxes of the screen gives you a short time to chase the Amidars and score extra points.
You also have a jump button that causes all the enemies to jump, allowing you to escape from a close situation.
You start with three "jumps" on every level.
In between levels, there is a chance to earn 5000 bonus points.


Here, a pig moves across the top of the screen.
By pushing the jump button, the pig traces a path across the boxes towards the bottom of the screen.
If the savage or pig reaches a bunch of bananas, the bonus is awarded.
The game has infuriatingly catchy music.


$end

#-----------------------------

#Amigo

$info=amigo,
$bio

Amigo (c) 1982.

This game is a bootleg of Amidar.


$end

#-----------------------------

#Andro Dunos

$info=androdun,
$bio

Andro Dunos (c) 06/1992 Visco.


- STAFF:


Producer: Tetsuo Akiyama

Director: Don Gabacho

Assistant director: Keisuke Usami

Programmer: R. Mutoh, Danna, City

Character design: Yuji Masuda, Tel.Y, Yasushi


$end

#-----------------------------

#Angel Kids

$info=angelkds,
$bio

Angel Kids (c) 1988 Sega.


- STAFF:


Exa, Eleca, Inoue, Hamada, Ohta, Ii3uka, Satoh, Sugoh, Takasugi, Hirano


$end

#-----------------------------

#Anteater

$info=anteater,
$bio

Anteater (c) 1982 Tago Electronics.


- STAFF:


Designed and programmed by Chris Oberth.


$end

#-----------------------------

#APB - All Points Bulletin

$info=apb,apb2,
$bio

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


- STAFF:


Designed and programmed by Dave Theurer.


- TRIVIA:


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


- TIPS & TRICKS:


This game never ends.
You get through 15 bad guys, and then a sort of tough hitchhiker board, and then all boards afterwards are random.


When you start a new game, you may:

-Press Siren button and start to get a level 1-8 warp.

-Press Gas and Siren and start to get a level 1-16 warp.


$end

#-----------------------------

#Apparel Night

$info=apparel,
$bio

Apparel Night (c) 09/1986 Central Denshi.


$end

#-----------------------------

#Appoooh - The Pro.Wrestling Game

$info=appoooh,
$bio

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


$end

#-----------------------------

#Aqua Jack

$info=aquajack,aquajckj,
$bio

Aqua Jack (c) 1990 Taito.


$end

#-----------------------------

#Arabian

$info=arabian,arabiana,
$bio

Arabian (c) 1983 Sun Electronics.


- TIPS & TRICKS:


The player controls a young Arabian Prince who must rescue his Princess from the castle tower where she is being held prisoner.
Evil Genies in brass jugs that throw deadly smokeballs, swooping Rocs and purple ghostly creatures (called Oscars) will try to stop the hero along the way.
Sometimes Rocs and Oscars will come together to form Super Rocs or Super Oscars who will be more dangerous, but these enemies are also worth a greater amount of points.


The Prince scores points for kicking Oscars or Rocs, picking up lettered jugs and spelling A-R-A-B-I-A-N.
When The Prince picks up the jugs, he must only pick one up while a Genie is still inside or when a Genie is beginning to materialize.
The Prince must not pick up a jug while a Genie is above it and fully-materialized or else he will die.
The Prince loses a life when he gets hit by a smokeball thrown by a Genie, falls off either a ledge, flying carpet or vine, or gets caught (touched) by a Genie, Oscar, or Roc.


$end

#-----------------------------

#Arabian Magic

$info=arabianm,arabiamj,arabiamu,
$bio

Arabian Magic (c) 07/1992 Taito.


- STAFF:


Producer: Y. Abe, K. Ishida

Director: Y. Abe

Software: K. Ishida, K. Nagahara, K. Usahi, Zippy Aoki, M. Tsuzura

Music & Sound: Nakayama Joutouhei, N. Yagishita, Zuntata

Hardware: K. Kaneoka, S. Kubota

Art director: N. Hiramatsu

Character designer: N. Hiramatsu, H. Kujirai, Sakabon, Y. Abe, Marutake, M. Maekawa, Waka, Peacock, V.A.P


$end

#-----------------------------

#Arbalester

$info=arbalest,
$bio

Arbalester (c) 1989 Seta.

Licensed to Taito.


- STAFF:

Produce: J. Fujimoto

Thanks for: T. Ishikawa, A. Kumura, N. Miyanari, N. Nonaka, (c)Jordan

Maneger: T. Sato, M. Honda

Freeman: M. Asakawa

Chief Programer: K. Watanabe

Programer: Y. Yamaguchi

Graphic Designer: K. Nakabayashi, K. Yamada

Sound Designer: A. Sato


$end

#-----------------------------

#Arcade Classics

$info=arcadecl,
$bio

Arcade Classics (c) 1992 Atari Games.


- TRIVIA:


If this game had been released on schedule, it would have commemorated Atari's 20th anniversary.


- STAFF:


Project leader: Kelly Turner

Programmers: Norm Avellar, Kelly Turner, Matt Setzer

Engineer: Brian McKee

Animators: Rhiz Bugawan, Patrice Moriarity, Ron Seawright

Technician: Gleen McNamara

Audio: Don DieKneite

Product manager: Linda Benzler

Team leader: John Ray


$end

#-----------------------------

#Arch Rivals

$info=archrivl,archriv2,
$bio

Arch Rivals (c) 05/1989 Bally Midway.


- TIPS & TRICKS:


This is not much of a "cheat", because if you play long enough the game will tell you how to do it:
position yourself behind an opposing player and press the shoot and pass buttons at the same time.
Your player will dive forward and pull down the pants of the opposing player.
This will make him drop the ball as well as "freeze" for a couple of seconds while he pulls up his pants.
You take this time to steal the ball.


- STAFF:


Concept and design: Jeff Nauman, and Brian Colin

Sounds: Dan Forden

Graphics: Brian Colin

Software: Jeff Nauman

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

The joystick was designed by Ken Lantz.


$end

#-----------------------------

#Area 88

$info=area88,
$bio

Area 88 (c) 08/1989 Capcom.

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


- TRIVIA:


The game is based on the Japanese manga "Area 88".


$end

#-----------------------------

#Argus

$info=argus,
$bio

Argus (c) 01/1986 Jaleco.


$end

#-----------------------------

#Argus no Senshi

$info=rygarj,
$bio

Argus no Senshi (c) 1986 Tecmo.

This game is known in US as Rygar.


- UPDATES:


The differences between the US and Japanese are:
The demo sequences are different.
The Japanese version seems to have more hidden powers, stars and an extra free life.
The US version is more biased towards stars and explosions.


- TIPS & TRICKS:


At the end of each level, at THE VERY INSTANT the game takes control and guides you into the temple, pull diagonally back and down on the joystick.
Do it right and you'll get 10,000 points.
It's hard to time it right, but it works!


If you have the power-up that kills enemies and if you jump on the head blue guy at the end of every fourth level, you will get a 50,000 point bonus.


A strange happening occurs on stage 5, when you climb the rope. (This only takes effect if you don't have the "hit multiple enemies" power-up.)
Hit the chameleons with a circular overhead swing, and your "shield" will hang there until you fire again.
If you don't fire any more, you can use it to kill the monkey in the tree at level 6.


On stage 9, when you just discarded yourself from the rope, do a jump just to the left of the first "stone marker" you see, and another one should pop up that has the blue crown power up inside that allows you to kill several enemies in one swipe.


There's also another on stage 10, under the first tree with a monkey on it.
It might not be RIGHT under it, but just a bit to the left or right of it.
Just jump around it, and you'll find it.
It holds the Sun power up that allows you to shoot straight up instead of in a half circle.


On stage 13, there is a tree where you can jump on a branch, and from there just fire your weapon around a bit, and stars should appear, the likes of which you get 70000 for collecting seven of them.


A little after halfway through stage 13, there is a hidden bonus which can only be gotten WITHOUT the extra which fires straight up.
You MUST have the standard semi-circular attack.

When in the right spot, jump on the backs of enemies for extra height and fire upwards in a semi-circular arc.
Nothing will seem to happen although it will make a sound like you are hitting something.
After about 20 hits, a flag will drop which is worth 1,000,000 points.

As mentioned above, it doesn't matter whether you have the up-shooter or not; you just have to be more accurate with the up-shooter, but it is quicker by far.
You can even sit on a tree and shoot it directly (with little jumps).


If you shoot the ratmen with the up-shooter when they form a column, you get 10,000 each time.
You can also do it without an upshooter, by standing further back and circling around your head, but it is much harder, and very dangerous.
You only need to kill them all before any hit the ground.
On some levels you can get right near the exit, and trigger constant sets of ratmen, and really rack up the score.
The mole men that exit from caves can be generated en masse by finding the trigger point and going back and forth over it until you get more molemen then you can deal with.
It is a good idea to have the blue star power first, or their sheer numbers will kill you quick.


If the "invincibility" bonus is gotten when having the 4 other bonuses, you get normal invincibility (30 seconds) -plus- 170,000 points.


A classical way of getting the armor bonuses to appear is just to wait...!
Don't finish a level without having gotten at least 1 armor bonus.
Sometimes you can get 2 armor bonuses in one level.


Whenever you see the four guys who jump on each others shoulders, get real close and whack them VERY FAST using either the circular attack or the sun armor (vertical attack) from bottom to top.
If none of the other three guys on top touch the ground or move it's worth 10,000 Bonus Points!


Find the stars that are hidden in the stone tables.
Finding seven (regardless of how many times you died) will yield 70,000 bonus points.


This is just a flaw with the graphics.
When standing beside a rock, crouch and move away from it, the player will "hide" himself inside the rock and will be unreachable by most enemies for a short time.


This is not a cheat, but many people don't realize it.
Shooting the question mark repeatedly will turn it into a shield.
The trick is to recognize it before you pick it up, stop, crouch and shoot.


I'm not sure if this really qualifies as a hint or cheat, but it's quite fun and can prove quite useful at times:
This only works if you do NOT have the power-up which kills creatures when you jump on them.

On the screens with the dragons which fly overhead and occasionally swoop down at you, it is possible to "hitch a lift" and ride on their backs.
Wait until a dragon approaches from the left and swoops down at you.
When it is at its lowest point, simply jump onto its back.
You'll find that you will continually "bounce" on the dragons back, and if you nudge the joystick in time with the dragon's movement you can stay on it until the end of the level.
At this point the dragon will disappear and you'll be safely dropped to the ground.
Obviously, this method means that you miss all the bonuses in a level, but it can be useful to skip over levels with many tricky jumps etc.


Here's a good story about the last tip:

This is not a tip, but a slightly hilarious situation I got myself into once on level 3, when I did the "hitch a ride" trick.
I did so at the start, and decided to do this to the end.... almost.
Of course, while I traveled slowly but merrily along the way, every new dragon that appeared would fly past me, and at the end, turn around and join a quickly growing squadron of dragons.
By the time I reached the end, I had at least 15 dragons hot on my heels.
Or perhaps even more.

So I just jumped down, preparing to kill them all.
That was one BIG mistake.
The squadron, as I named them, decided to swoop down, EVERY ONE of them.
There wasn't ONE dragon that was content with just passing overhead.
They all attacked, and paralyzed from the shock I received from this, I was quickly and effectively killed, losing all my beautiful powerups in the process.

At that point I didn't know whether to laugh or cry.
So I screamed.


$end

#-----------------------------

#Ark Area

$info=arkarea,
$bio

Ark Area (c) 1987 UPL.


$end

#-----------------------------

#Arkanoid

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

Arkanoid (c) 1986 Taito.

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

A bootleg of this game is known as Block, a other is known as Paddle 2.


- TIPS & TRICKS:


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


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

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

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


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


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


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


- SERIES:


1. Arkanoid

2. Arkanoid - Revenge of Doh

3. Arkanoid Returns


- STAFF:


Game Designed by Akira F.

Programmed by Y. Sasabe.

Director Of Hardware & Co-Programmer: T. Sanada

Assistant programmer: Toru T.

Graphic Designer: Onijust. H.

Sound Composer: H. Ogura

Sound Effects: T. Kimijima

Pattern Designer: A. Iwai


$end

#-----------------------------

#Arkanoid - Revenge of DOH

$info=arknoid2,arknid2u,arknid2j,
$bio

Arkanoid - Revenge of DOH  (c) 1987 Taito.

Licensed to Romstar for US distribution.


- SERIES:


1. Arkanoid

2. Arkanoid - Revenge of Doh

3. Arkanoid Returns


- STAFF:


Directed & Programmed by Y. Sasabe.

Assistant Programmer: T. Tsukano, H. Hashimoto

Graphic Designer: T. Kitagawa, K. Igarashi, G. Kuriki

Sound Designer: H. Ogura

Publicity Supervisor: H. Nakane

Mechanical Engineer: Y. Hatsuda

Game designed by Kei. S


$end

#-----------------------------

#Arkanoid Returns

$info=arkretrn,
$bio

Arkanoid Returns (c) 02/1997 Taito.


- SERIES:


1. Arkanoid

2. Arkanoid - Revenge of Doh

3. Arkanoid Returns


- STAFF:


Planner: Atushi Taniguchi, Yuji Koga

Programmed by: I.T.L.

Program Support: Shunsuke Ono

Character Designers: Chiho Maeda, Mari Fukusaki, Tomohiro Kagawa

Sound: Yack., Babi

Designer: Kumi Mizobe


$end

#-----------------------------

#Arlington Horse Racing

$info=arlingtn,
$bio

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


- STAFF:


Concept/Management/Programming: Larry Hodgson

Programming: Robert Fuentes Jr., Jane Zeto

Artwork: Susan Svoboda, Stan Fukuoka

Music & sound: Kyle Johnson

Hardware: Steve Jaskowiak, Scott Allie, Ann Vonckx

Publicity: Carol Tomme

Testing: Jim Zielinski

Sales: John Cassiday


$end

#-----------------------------

#Arm Wrestling

$info=armwrest,
$bio

Arm Wrestling (c) 1985 Nintendo.


- TIPS & TRICKS:


As soon as the match begins, if your timing is right, pushing "left" will catch the computer player off guard and score an auotmatic full "power" and generally helps you to beat the computer player faster.
Be careful not to foul twice or your game is over!


$end

#-----------------------------

#Armed Formation F

$info=armedf,
$bio

Armed Formation F (c) 1988 Fillmore / Nichibutsu.


- STAFF:


Director: Takanori Tanaka

Planner: Tomoaki Kabayashi

Main Programmer: Shinya Okuda

Programmer: Osamu Tomiyama, Satoshi Fujiwara

Main Designer: Hisaya Tsutsui, Shinji Kubota

Designer: Takanori Tanaka

Musician: Kenji Yoshida

Hard Enginner: Isao Shiki


$end

#-----------------------------

#Armed Police Batrider

$info=batrider,batridra,
$bio

Armed Police Batrider (c) 12/1997 Raizing / 8ING.


- TIPS & TRICKS:


*Ship selection*
At the ship select screen:
To select a "Normal power type" fighter, select your ship with A button,
To select a "Bomber power type", select your ship with B button,
To select a "Option power type", select your ship with C button,
To select a "Speed up type", select your ship with Start button.


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


*Guest Players*
To unlock 9 additional fighters:
Insert a coin, and press:
Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start.


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


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


*Some score hunt*

Stop the subway train in stage 1 with a smartbomb to obtain a bunch of golden medals.

At the end of stage 1, right before the boss 'Confrict' closes in, you will see a bunch of police cars.
They will be destroyed by the boss anyway, so it seems not to matter if we shoot at them first or not.
The only difference is, that if 'confrict' does the job, they release a golden score medal for each car you preserved.
Try not to save too much of them, since they are all from the same wave.
So your score level will upgrade only 1 step and if you are unable to catch all the medals popping out, your score level gets lost.

Use your smartbombs to crack houses and bridges.
They often contain large numbers of score medals.
Examples: The glass roof in stage 1, The big plane in the 'airport' stage, The "street" in the 'sewage system'.

Take down the escalators in the 'airport' stage with your smartbombs for score medals.

In the sewage stage, you will fight some vertically shooting laser guns.
You can just shoot at them, that's one way to destroy them and to receive big main shot items.
But in order to receive score medals you should smartbomb them while their flipping platform is faced down.

In the sewage stage, you will pass some green containers with tanks driving out of them.
Use your smartbombs to release some treasure.


- STAFF:


Program 68000 side: S.Yagawa

Program Z80 side: Y.Ochiai

Character: K.Nakashima

Graphic: K.Nakashima, H.Yokoyama, M.Taguchi, M.Tokutake, Y.Yonei

Music compose: Santaruru, K.Koyano, H.Sakimoto

Sound effect: Mato


$end

#-----------------------------

#Armor Attack

$info=armora,armorap,armorar,
$bio

Armor Attack (c) 1980 Cinematronics.


- STAFF:


Designed and programmed by Tim Skelly.


- TRIVIA:


One of two games Skelly did for Cinematronics that had *required* overlay backgrounds.
Warrior was the other one.
Skelly designed six vector games and programmed five of them while at Cinematronics.

From Tim Skelly:
Armor Attack was done at a time when I felt I had worked out a few things about game design.
I was just trying to do an artful update of one of the earliest video games, "Tank."
Everything went smoothly.
There were only two problems.
One was that (again and again and again!) (Jim) Pierce wouldn't allow the mirror technique used in Warrior to be used here for a background.
Pierce and (Papa Tom) Stroud (the owners of Cinematronics) were cheap, cheap, cheap!
With every game they took away one more color from the cabinet art because each pass cost a few pennies more.
Check it out. If I had done one more game the artwork would have been black on black!
Like Warrior, I just didn't have the drawing time to draw the (very important!) background outlines on the screen during the game.
(They can be seen by themselves in the test mode for alignment.)
So, the clever solution that management came up with was to use the same kind of overlay that was used on Star Castle.
The problem was that the overlay wasn't covering/coloring anything but black!
That's why the playfield for the game is either black or slightly-greenish-black.
Ah, well. It worked well enough I guess.
A second event occurred about the time I had just started the game.
We heard through the grapevine that Atari had completed a tank game and was testing it in the Bay area.
Obviously we were concerned.
One of the management guys went through the phone books for the bay area and called every arcade until he found the one with the test game.
(He used a cheesy hillbilly accent. It was pretty funny.)
We flew up immediately.
When we got there we spotted the game, which turned out to be 'Battle Zone.'
Since it was 3D and mine was top-down with entirely different game play, we went ahead with our plans, despite how good we thought the Atari game was.
But that's not the funny bit.
While everyone else was checking out 'Battle Zone'
I wandered around the arcade like I usually did, looking for games I hadn't played.
I found one and really got into it.
It, too, was an Atari test piece, but none of the management guys thought much of it.
Funny, I really thought 'Missile Command' would make it. ;>)
At the time I was finishing the game, the (US) government decreed that every male of draft age had to register, even though there was no draft in effect.
This pissed me off (old draft resistor), especially since my buddy Scott Boden was someone who had to sign up.
I wanted to use morse code sounds in Armor Attack, and I knew morse, (old boy scout) so that's real morse code in the game beeping out "dontregister."
I was also assuaging my own conscience, since I had heard that Atari had sold Battle Zone to the Army.


$end

#-----------------------------

#Armored Car

$info=armorcar,armorca2,
$bio

Armored Car (c) 1981 Stern Electronics.


- STAFF:

Designed and programmed by Gunar Licitis and Chris Oberth.


$end

#-----------------------------

#Armored Warriors

$info=armwar,armwara,armwaru,
$bio

Armored Warriors (c) 09/1994 Capcom.

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


- STAFF:


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

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

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

Art Design: Matsumoto, Y. Maruyama, M. Oshino, T. Mishima, Saru, Akiyama

Sound Compose: Anachey Takapon

Sound Design: T.K,NY

Special Adviser: Poo, Shochan, Kenkn, Meshi, Furoboh

Character Design: T.O.M

AD Design: Sensei, Sakomizu

Director: Kihaji.O


$end

#-----------------------------

#Art of Fighting

$info=aof,
$bio

Art of Fighting (c) 09/1992 SNK.

This game is known in Japan as Ryuuko no Ken.

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


- SERIES:


1. Art of Fighting

2. Art of Fighting 2

3. Art of Fighting 3 - The Path of the Warrior


- STAFF:


Producer: Eikichi Kawasaki

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

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

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

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

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


$end

#-----------------------------

#Art of Fighting 2

$info=aof2,
$bio

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

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


- SERIES:


1. Art of Fighting

2. Art of Fighting 2

3. Art of Fighting 3 - The Path of the Warrior


- STAFF:


Object designed by: Forever Soe-soe, Pinkey!(Boomer), Terarin, Hori Pu-

Back back up: Moriyan, Somatoreeno

Programmer: John guso, Ma2

Directed by: Dog.Gotoh, Shigeti


$end

#-----------------------------

#Art of Fighting 3 - The Path of the Warrior

$info=aof3,
$bio

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

This game is known in japan as Ryuuko no Ken Gaiden.


- SERIES:


1. Art of Fighting

2. Art of Fighting 2

3. Art of Fighting 3 - The Path of the Warrior


$end

#-----------------------------

#Ashura Blaster

$info=ashura,ashurau,
$bio

Ashura Blaster (c) 1990 Taito.


$end

#-----------------------------

#ASO - Armored Scrum Object

$info=aso,
$bio

ASO - Armored Scrum Object (c) 1985 SNK.


- TIPS & TRICKS:


If you get all the armours and don't be killed, when you get an extra life at 100.000, 200.000, ect.
You'll hear a music and then you'll get three more lives plus (only works the fist time you'll get the extra life).


- SERIES:


1. ASO - Armored Scrum Object

2. Alpha Mission II


$end

#-----------------------------

#Assault

$info=assault,assaultj,
$bio

Assault (c) 04/1988 Namco.

A upgrade of this game is called Assault Plus.


- UPDATES:


Assault Plus contains Two skill levels of play, different colors, minor enemy changes (strength, colors), intermission screen, intro has new music, zero points bonus is gone, Cocktail mode, and Two player mode.


- TIPS & TRICKS:


Finish a level with 0 seconds left and you will get credit for the maximum time on a level.

Enemies disappear when a certain distance from you. 

On last level, run around outside edge and all enemies (except cannons) will disappear!


$end

#-----------------------------

#Assault Plus

$info=assaultp,
$bio

Assault Plus (c) 1988 Namco.

This game is an upgrade of Assault.

This upgrade was only released in Japan.


- UPDATES:


Differences between original Assault and Assault Plus are:

Two skill levels of play, different colors, minor enemy changes (strength, colors), intermission screen, intro has new music, zero points bonus is gone, Cocktail mode, and Two player mode.


$end

#-----------------------------

#Asterix

$info=asterix,astrxeaa,astrxeac,
$bio

Asterix (c) 1992 Konami.


- TIPS & TRICKS:


When playing as Obelix, he starts each stage with his big rock.
Try to bash as many Romans as you can with it before you toss it away.
Romans you drive away with the rock will drop helmets (worth bonus points).


- STAFF:


Main programer: Narunopapa

Sub programer: Y. Itoh

Graphic director: M. Kukino

Background designer: S. Wada

Enemy designer: T. Akiyama

Sound effect: J-Kane

Sound programer: Panda

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

Hard designer: H. Murata

Art Works: N. Sato


$end

#-----------------------------

#Asteroids

$info=asteroid,asteroi1,asteroib,
$bio

Asteroids (c) 11/1979 Atari.


- STAFF:


Designed by Lyle Rains.

Programmed by Ed Logg.


- TRIVIA:


Atari's bestselling coin-op game of all time (70,000 units).

Originally called Cosmos, the original design was a copy of Space Wars, except with asteroids littering the playfield as an aesthetic effect.

Actually, Cosmos was once known as Planet Grab, in which you had to claim a planet by touching it.
Planet Grab simply required you to claim planets by touching them with your spaceship.
Cosmos allowed you to blow up the planets, and duel with another ship, Space wars-style.
Only in Asteroids, which came along two years later, did Atari engineer LYLE RAINS introduce the concept of floating rocks.
The first 200 Asteroids machines were actually Lunar Landers.
Atari was so hot on Asteroids that it cut short the production run on Lunar Lander and released the 200 complete with Lunar Lander cabinet art.

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


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


- TIPS & TRICKS:


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

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


The Winner's Book of Video Games reported that some players had good success hunting small saucers by moving to the middle of the screen and thrusting upwards at full speed.
Supposedly the saucers can't track a ship moving at full speed, and can be easily killed this way.

Here's a report on this method from Alan Wootson:

"I used to always play the 'fly up the middle of the screen' method.
It's not true that the little ships cannot track you if you are flying fast.
After the first few levels they get good enough to blast you if you fly in the same direction and at a constant speed.
If you use this strategy you have to vary your speed (making slight changes to your direction doesn't hurt either).
You can actually get pretty good at weaving around several rocks while hunting ships.
It's also a lot more fun that just sitting in a corner."


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


*Rev. 1 tricks*
The original software version (says “Asteroids by Atari” at bottom of screen, instead of “1979 Atari”) had an invulnerability glitch, where you could hide in the upper corners (in the score) and nothing would hit you.
Also, you can get your ship to fly backwards- thrust in one direction until reaching full speed, and then quickly turn around 180 degrees and continue thrusting.


- SERIES:


1. Asteroids

2. Asteroids Deluxe

3. Space Duel

4. Blasteroids



$end

#-----------------------------

#Asteroids Deluxe

$info=astdelux,astdelu1,
$bio

Asteroids Deluxe (c) 05/1981 Atari.


- STAFF:


Original design by Ed Logg, and Lyle Rains.

Programmed by Dave Shepperd.


- TRIVIA:


This game was created out of modified Asteroids code.
At the same time this game was being produced, Space Duel was in the works, but was shelved as Asteroids Deluxe was green-lighted for production.
This game did poorly, and Atari later released Space Duel to moderate success.


- TIPS & TRICKS:


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


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


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


Some advanced players hunt Killsats in Asteroids Deluxe as they hunted small UFOs in the original Asteroids.


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


- SERIES:


1. Asteroids

2. Asteroids Deluxe

3. Space Duel

4. Blasteroids


$end

#-----------------------------

#Astro Blaster

$info=astrob,astrob1,astrob2,
$bio

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


- STAFF:


Designed and programmed by Gary Shannon and Barbara Michalec.


- TIPS & TRICKS:


Here are some of the secret bonuses in Astro Blaster, along with when they occur in Rom Set1. (The bonuses are also in Rom Set2, but in a different order.) General bonuses: Docking bonus: Dock without using directional buttons for 400 - 1500 points.


*Sector 1*

Wave 1: Shoot them in order left to right, down to up for 500 points.
Shoot without missing for 1000 points.

Wave 2: Shoot without missing for 1000 points.
Shoot all before any goes off the screen for 700 points.

Wave 3: Shoot them in the order in which they appear for 500 points.

Wave 4: Shoot them before they go off the screen for 700 points.
Shoot them without missing for 1000 points.

Asteroids: Go through entire sector without laser temperature critical for 600 points.
Go through entire sector with same ship for 500 points.


*Sector 2*

Wave 1: Same as Sector 1, wave 1.

Wave 2: Same as Sector 1, wave 2.

Wave 3: Unknown

Wave 4: Shoot all ships in one group for 500 points.

Wave 5: Same as Sector 1, wave 4.


*Sector 3*

Wave 1: Same as Sector 1, wave 1.

Wave 2: Same as Sector 1, wave 3, but for 1500 points.

Wave 3: Save as Sector 1, wave 2.

Wave 4: Unknown

Wave 5: Shoot them in order of appearance for 1500 points.

Wave 6: Same as Sector 1, wave 4.


*Sector 4*

Wave 1: Unknown

Wave 2: Unknown

Wave 3: Same as Sector 1, wave 4.

Wave 4: Shoot them in order of appearance for 2000 points.


$end

#-----------------------------

#Astro Fighter

$info=astrof,astrof2,astrof3,
$bio

Astro Fighter (c) 04/1980 Data East.


- TRIVIA:


This is the first game manufactured by Data East.


- UPDATES:


The differences are minor.

Set 1: 16Kbit ROMs
Green/Hollow empty fuel bar.
60 points for every bomb destroyed.

Set 2: 8Kbit ROMs
Blue/Solid empty fuel bar.
60 points for every bomb destroyed.

Set 3: 8Kbit ROMs
Blue/Solid empty fuel bar.
300 points for every seven bombs destroyed.


$end

#-----------------------------

#Astro Flash

$info=astrofl,
$bio

Astro Flash (c) 1986 Sega.

This game is also known as Transformer.


$end

#-----------------------------

#Astro Invader

$info=astinvad,
$bio

Astro Invader (c) 06/1980 Stern Electronics.

This game is also known as Kamikaze. (Leijac)


- TIPS & TRICKS:


General:
On odd numbered boards, the ships come out in a back and forth pattern.
On even numbered boards, most of the ships come out and drop down shafts on the side where the players ship is, thus making even numbered boards more difficult.


Like other shooter type games, you are only allowed to have one shot on the screen at a time.
Firing timing is more important that mindless, quick firing.


Simple Strategy:
The numbering of the shafts for the explanation below: ***12345***67890***

Your basic strategy and priority is to keep the shafts in the middle of the screen as empty as possible (numbers 4, 5, 6 and 7).
This allows you to stay in the middle of the board safely, while the ships fall to the left and right.
If you keep these shafts as empty as possible, it is very easy to stay in the middle shooting the ships that fill those shafts, then sliding over to hit a saucer, and returning to the middle.


Saucer Values:
The values for the saucers are not random, but are determined by the shot number you are on.
400 is the maximum score, with scores also of 300, 200 and 100 possible.


Counting Shots:
I recommend only counting shots on odd boards.
At the very start of the game you want to hit the first saucer (coming out in the middle) on the 15th shot to score 400.
After that, you want to hit the saucer on every 16th shot to score 400.
Your total count, not just the count between hitting saucers is used for your score (Ex. If you hit a saucer and score 400, then hit the next saucer on 15 shots you will score 100. You wil then need to hit the next saucer at 17 shots to score 400 on that one).
In other words, if you fall behind on your shots, you need to catch up.
That sometimes is hard to do because you have just enough time to shoot 16 shots between saucers, so you want to refer to the following scoring chart below:

If you just scored a 400 on a saucer, here is your score for the following saucer based on the number of shots:
4 shots: 200 pts, 8 shots: 300 pts, 12 shots: 200 pts, 16 shots: 400 pts

Everything else in between is 100.
So, if you just hit a saucer and scored 300, you could hit the next saucer on the eighth shot to score 400.
Or if you have a score of 200, and hit the next on 12 shots, you will score either 300 or 400.

When you hit a saucer and score 100, and you do not know where you are "in the count", then trying hitting each successive saucer on the 15th shot to try to find a 200, 300 or 400 score.

Counting shots and getting 400 on every saucer increases your score much more rapidy!


WHERE THE SAUCERS COME OUT:
The pattern for where the saucers come out is not random either.
This pattern repeats and starts at the top each time you get killed.(C- Center, L- Left, R-Right)
The spacing helps me memorize it: CLR CR CL CC RLC RR LL.

The saucers always come out at the same frequency, so you can mentally time it to figure out about when they are coming out, then by knowing where, you will already be in position to hit it!
You might think that if you know where they are coming, you will want to "camp out" on that side on even boards, but this is a bad strategy because most of the ships will also be falling on that side thus making it very difficult to stay alive.


On even boards, you want to keep the middle of the screen rows clear, and even concentrating on the opposite side of where the saucer is going to come out.
Then when the saucer appears you can easily slide over to the other side, and there should not be many ships falling.
I usually time my approach to the other side to when there is a gap of ships falling there.


$end

#-----------------------------

#Astyanax, The

$info=astyanax,
$bio

The Astyanax (c) 11/1989 Jaleco.

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


- STAFF:


Produce & Director: Tokuhiro Takemori

Game Designer: Tokuhiro Takemori, Nenko

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

Programed by: Satoru K.

Music Compose: Kiyoshi Yokoyama


$end

#-----------------------------

#Asuka & Asuka

$info=asuka,
$bio

Asuka & Asuka (c) 1988 Taito.


$end

#-----------------------------

#Atari Baseball

$info=abaseb,abaseb2,
$bio

Atari Baseball (c) 06/1979 Atari.


- STAFF:


Designed and Programmed by Ed Rotberg.


$end

#-----------------------------

#Atari Football

$info=atarifb,atarifb1,atarifb4,
$bio

Atari Football (c) 10/1978 Atari.

The 4 players version was released on 04/1979.


- STAFF:


Designed and partially programmed by Steve Bristow.

Finished by Ed Logg, Lyle Rains, and Dave Stubbens.


- TRIVIA:


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


- TIPS & TRICKS:


Wear a pair of gloves to minimize blisters.
For maximum speed, use two hands to spin the Trak-ball when running.

In some two-player models built in late 1978 and early 1979, there was a bug that would allow the QB to throw a pass after crossing the line of scrimmage, then going back behind it.
When the QB crossed scrimmage, all the defending X players would leave their receivers open as they pursued the run, making long completions easy.


$end

#-----------------------------

#Atari Soccer

$info=soccer,
$bio

Atari Soccer (c) 04/1980 Atari.


- STAFF:


Designed and programmed by Dave Theurer.


$end

#-----------------------------

#Ataxx

$info=ataxx,ataxxj,ataxxa,
$bio

Ataxx (c) 05/1991 Leland.

Distributed in Japan, and Asia, by Capcom.


$end

#-----------------------------

#Athena

$info=athena,
$bio

Athena (c) 1986 SNK.


- TRIVIA:


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


- SERIES:


1. Athena

2. Psycho Soldier


$end

#-----------------------------

#Athena No Hatena ?

$info=atehate,
$bio

Athena No Hatena ? (c) 1993 Athena.


$end

#-----------------------------

#Atomic Boy

$info=atomboy,
$bio

Atomic Boy (c) 07/1985 Irem.

Licensed to Memetron.

This game is also known as Wily Tower.


$end

#-----------------------------

#Atomic Point

$info=atomicp,
$bio

Atomic Point (c) 1990 Philko.


$end

#-----------------------------

#Atomic Robo-Kid

$info=robokid,robokidj,
$bio

Atomic Robo-Kid (c) 1988 UPL.


$end

#-----------------------------

#Aurail

$info=aurail,auraila,
$bio

Aurail (c) 1990 Sega / Westone.


- STAFF:


Chief Programer: Takanori Kurihara

Sprite Designer: Masanori Yoshihara

BG Designer: Hiromi Kurihara, Maki Ohzora

Music Composer: Sinichi Sakamoto, Napalm Hiromitsu

Assistant Director: Yoshihisa Shimizu

Programer: Naoki Hoshizaki

CG Designer: Mina Morioka, Susumu Konno, Tomoko Nakayama

Supervisor: Michishito Ishizuka

CG Operater: Yutaka Hirata

Director: Ryuichi Nishizawa


$end

#-----------------------------

#AV2Mahjong No.1 Bay Bridge no Seijo

$info=av2mj1bb,
$bio

AV2Mahjong No.1 Bay Bridge no Seijo (c) 02/1991 Miki / AV Japan.


$end

#-----------------------------

#AV2Mahjong No.2 Rouge no Kaori

$info=av2mj2rg,
$bio

AV2Mahjong No.2 Rouge no Kaori (c) 1991 Miki / AV Japan.


$end

#-----------------------------

#Avalanche

$info=avalnche,
$bio

Avalanche (c) 04/1978 Atari.


- STAFF:


Designed and programmed by Dennis Koble.


$end

#-----------------------------

#Avengers

$info=avengers,avenger2,
$bio

Avengers (c) 02/1987 Capcom.

This game is known in Japan as Hissatsu Buraiken.


$end

#-----------------------------

#Avenging Spirit

$info=avspirit,
$bio

Avenging Spirit (c) 05/1991 Jaleco.

This game is known in Japan as Phantasm.


- STAFF:


Total Planner: Toku

Game Designer: Myaa

Programmer: T. Hata

Character Designer: Sanbo, H. Mamoru

B.G. Designer: Seven Star, C 57

Sound Producer: Tykoon Mori

Sound Composer: Studio O. K.


$end

#-----------------------------

#Aztarac

$info=aztarac,
$bio

Aztarac (c) 1983 Centuri.


- STAFF:


Designed and programmed by Tim Stryker.


- TRIVIA:


It has been said that only 500 units were built.

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


- TIPS & TRICKS:


Spinning the spinner at a high rate during parts of the attract-mode will result in the programmer's name (Tim Stryker) appearing in approx.
Three inch letters across the center of the screen.


$end

#-----------------------------

#Azurian Attack

$info=azurian,
$bio

Azurian Attack (c) 1982 Rait Electronics.


$end

#-----------------------------

#Back Street Soccer

$info=bssoccer,
$bio

Back Street Soccer (c) 1996 Suna.

Distributer: Unico.


$end

#-----------------------------

#Bad Dudes vs. Dragonninja

$info=baddudes,
$bio

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

This game is known in Japan as Dragonninja.


- TRIVIA:


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


- STAFF:


Planning: Makoto Kikuchi

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

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

Sound: Azusa Hara, Maro


$end

#-----------------------------

#Bad Lands

$info=badlands,
$bio

Bad Lands (c) 1989 Atari Games.


$end

#-----------------------------

#Bagman

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

Bagman (c) 1982 Valadon Automation.

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

This game is known in France as Le Bagnard.


- SERIES:


1. Bagman

2. Super Bagman


$end

#-----------------------------

#Bagnard, Le

$info=bagnard,
$bio

Le Bagnard (c) 1982 Valadon Automation.

Originally developed by the french compagny V.A. and licensed to stern for US.

This game is known outside France as Bagman.


- SERIES:


1. Le Bagnard

2. Super Bagman


$end

#-----------------------------

#Bakatonosama Mahjong Manyuki

$info=bakatono,
$bio

Bakatonosama Mahjong Manyuki (c) 12/1991 Monolith.


$end

#-----------------------------

#Bakuretsu Quiz Ma-Q Dai Bouken

$info=bkrtmaq,
$bio

Bakuretsu Quiz Ma-Q Dai Bouken (c) 1992 Namco.


$end

#-----------------------------

#Bakutotsu Kijuutei

$info=bakutotu,
$bio

Bakutotsu Kijuutei (c) 1988 Namco.


- SERIES:


1. Baraduke

2. Bakutotsu Kijuutei


$end

#-----------------------------

#Bal Cube

$info=balcube,
$bio

Bal Cube (c) 07/1996 Metro.


$end

#-----------------------------

#Ballon Bomber

$info=ballbomb,
$bio

Ballon Bomber (c) 03/1980 Taito.


$end

#-----------------------------

#Ballon Brothers

$info=ballbros,
$bio

Ballon Brothers (c) 1992 East Technologie.


$end

#-----------------------------

#Baluba-Louk no Densetsu

$info=baluba,
$bio

Baluba-Louk no Densetsu (c) 1986 Able Corp.


$end

#-----------------------------

#Bandido

$info=bandido,
$bio

Bandido (c) 12/1979 Exidy.


$end

#-----------------------------

#Bang Bang Ball

$info=bangball,
$bio

Bang Bang Ball (c) 1996 Banpresto / Kunihiko Tashiro.Good House.


- STAFF:


Produce: Suzuki

Game design: Darma

Direction: Ochi

Character design: Kunihiko, Tashiro

Graphics: Mao, Shibata, Yoshimura, Rie

Program: Machine Fire

Sound design: Efa

Instruction card: Wyvern


$end

#-----------------------------

#Bang Bead

$info=bangbead,bngbeadp,
$bio

Bang Bead (c) 05/2001 Visco.


- SERIES:


1. Battle Flip Shot

2. Bang Bead


$end

#-----------------------------

#Bank Panic

$info=bankp,
$bio

Bank Panic (c) 12/1984 Sega.


$end

#-----------------------------

#Baraduke

$info=baraduke,baraduka,
$bio

Baraduke (c) 07/1985 Namco.

This game is also known as Alien Sector.


- SERIES:


1. Baraduke

2. Bakutotsu Kijuutei


$end

#-----------------------------

#Barricade

$info=barricad,
$bio

Barricade (c) 1976 RamTeK.

This game is also known as Brickyard.


- SERIES:


1. Barricade

2. Barricade II


$end

#-----------------------------

#Barrier

$info=barrier,
$bio

Barrier (c) 08/1979 Vectorbeam.


- STAFF:


Designed and programmed By Rob Patton.


- TRIVIA:


The second programmer hired by Tim Skelly, Rob was only 17 when he joined Cinematronics.
This game is very reminiscent of the old Mattel hand-held football games from the late 70's.
The gameplay is not as deep, though :o)
Vectorbeam didn't have a game to ship after Speed Freak, and needed product to sell.
So Cinematronics sold them Barrier, and in the words of Tim Skelly, "laughed our asses off about it."


$end

#-----------------------------

#Baseball Stars 2

$info=bstars2,
$bio

Baseball Stars 2 (c) 04/1992 SNK.


- SERIES:


1. Baseball Stars Professional

2. Baseball Stars 2


$end

#-----------------------------

#Baseball Stars Professional

$info=bstars,
$bio

Baseball Stars Professional (c) 04/1990 SNK.


- SERIES:


1. Baseball Stars Professional

2. Baseball Stars 2


$end

#-----------------------------

#Baseball The Season II

$info=basebal2,
$bio

Baseball The Season II (c) 06/1987 Cinematronics.


- SERIES:


1. World Series - The Season

2. Baseball The Season II

3. Super Baseball Double Play Home Run Derby

4. Strike Zone Baseball


$end

#-----------------------------

#Basketball

$info=bsktball,
$bio

Basketball (c) 05/1979 Atari.


$end

#-----------------------------

#Batman

$info=batman,
$bio

Batman (c) 04/1991 Atari Games.


- STAFF:


Batman was produced by Numega team.


- TRIVIA:


This game was only released as a conversion kit.
Rumor has it that 1000 were made.
It is based upon the movie of the same name.


$end

#-----------------------------

#Batman Part 2

$info=batman2,
$bio

Batman Part 2 (c) 1981.

This game is a bootleg of Phoenix.


$end

#-----------------------------

#Batsugun

$info=batsugun,batugnsp,
$bio

Batsugun (c) 02/1993 Toaplan.


- TRIVIA:


This is the last shoot'em-up game by Toaplan.


- STAFF:


Excecutive Producer: Yuko Tataka

Programming: Suki! Suki! Kohchan No-Make, Sigue Hayasato, Ikeda In Naeba, Yoshita2 Sakai the 3rd

Graphic Design: Yuko Tataka, Takeshi Kamamoto, Junya Inoue (Joker Jun)

Character Design: Junya Inoue (Joker Jun)

Music Composer: Yoshitatsu Sakai (the 3rd)


$end

#-----------------------------

#Battlantis

$info=battlnts,battlntj,
$bio

Battlantis (c) 07/1987 Konami.


$end

#-----------------------------

#Battle Bakraid

$info=bbakraid,bbakrada,
$bio

Battle Bakraid (c) 04/1999 8ing.


- TIPS & TRICKS:


*Ship selection*
At the ship select screen:
To select a "main shot power type" fighter, select your ship with A button,
To select a "Bomber power type", select your ship with B button,
To select a "Side shot power type", select your ship with C button,
To select a "Speed up type", select your ship with Start button.


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


*Phase 2*
To unlock 3 more fighter planes,
Insert a coin, and press:
Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start.


*Phase 3*
To unlock 2 more fighter planes,
Insert a coin, and press:
Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start.
(The entering of this code has to be finished before the counter passes 10)


*Special Course*
Hold C button and insert a coin, press:
Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start,
and release C button.


*Score mode*
To shows up score calculations:
Start from anywhere in the game, hold C button, and tap Joystick Up.
(To leave the score mode, re-enter the code)


- SERIES:


1. Battle Garegga

2. Battle Bakraid


$end

#-----------------------------

#Battle Chopper

$info=bchopper,
$bio

Battle Chopper (c) 12/1987 Konami.

This game is also known as Mr. Heli no Dai-Bouken.


- STAFF:


Y. Tagami, Y. Shimizu, M. Hamada, T. Tanabe, M. Ishida, K. Odagiri, R. Shobu, Momoko.T, T. Sumita, Hiroki.S


$end

#-----------------------------

#Battle Circuit

$info=batcira,batcirj,
$bio

Battle Circuit (c) 03/1997 Capcom.


- TRIVIA:


This game was only released in Japan.


- STAFF:


Planner: 'Burns' Fuji, Dave.Matumoto, Ryozo Tsujimoto, Satoshi.M

Program Designer: T.Ueno, batayon, HDO, Dress

Character Graphic: Nakamu->, Pinopu, Ino, Hana Kimo Komo, Shinya Kitamura, M Nakatani, Yorio , Dekao, Dai, T.Ohsumi, Takep, Michiru

Title Design: Shoei

Arts: Ohnishi Hiroki, Yamamoto Kouji, Nakamura Takako, Yonezuka Hirokazu, Nissui Asae, Nukeo, Hiro, Tokio.N

Sound Effect: Hachibee

BGM: SYUN

All Sound Produce: Arcade Sound Team

Voice: Toshiyuki Morikawa, Takashi Nagasako, Kouji Tobe, Miyuki Yamamoto, Jin Yamanoi, Miki Yoshino

Producer: Sadamoto, Ken Kun

General Producer: Noritaka Funamizu, Yoshiki Okamoto


$end

#----------------------------

#Battle Cross

$info=battlex,
$bio

Battle Cross (c) 1982 Omori Electric.


$end

#-----------------------------

#Battle Cruiser M12

$info=bcruzm12,
$bio

Battle Cruiser M-12 (c) 1983 Sigma Enterprises.


$end

#-----------------------------

#Battle Field

$info=btlfield,
$bio

Battle Field (c) 11/1987 SNK.

This game is known in US as Time Soldiers.


- STAFF:


Director: Kyuko Ozutumi

A.D & design: Tomoharu Takahasi

Designer: S. Moriyama, Row Ushizawa, Kenichi Sakamisi, Kathue Konbe, Takashi Hatono

Music programmer: S. Hagitani

Music: Yuka Watanabe

Programmer: Hideo Kamera, Hiroyuki Ryu


$end

#-----------------------------

#Battle Flip Shot

$info=flipshot,
$bio

Battle Flip Shot (c) 12/1998 Visco.


- SERIES:


1. Battle Flip Shot

2. Bang Bead


$end

#-----------------------------

#Battle Garegga

$info=battleg,battlega,
$bio

Battle Garegga (c) 02/1996 Raizing/8ing.


- TIPS & TRICKS:


*Ship selection*
At the ship select screen:
To select a "Normal power type" fighter, select your ship with A button,
To select a "Speed Up power type", select your ship with B button,
To select a "Shot power type", select your ship with C button,
To select a "Speed up & Shot power type", select your ship with A+B+C button.


*Mahou Daisakusen Character*
Insert a credit, at the title screen press:

Up(x2), Down(x2), Left, Right, Left, Right, A, B, C, Start.


*Extended mode*
Insert a credit, press and hold A, and press Start.
(This code does not work with the type-2 version)


*Harder mode*
Insert a credit, press and hold B, and press Start.
(This code does not work with the type-2 version)


*Stage edit*
Insert a credit, press and hold C, and press Start.
(This code does not work with the type-2 version)


*Unlock Special mode*
(Combines 'extended', 'stage edit', and 'harder' modes)
Insert a credit, press and hold A+B+C, and press Start.
(This code does not work with the type-2 version)


*Some score hunt*

Use your smartbombs to crack houses and bridges.
They often contain large numbers of score medals.
Examples: The monorails in stage 1, The large bridge at the beginning of stage 3

In stage 2, use your smartbombs to bomb the castle ruins.
A swarm of birds will be released.
By shooting at it with you main guns, you can enhance your score account.

In stage 2 you will meet 3 tanks intending to destroy some huts.
If you find the right moment to destroy these tanks, you will receive 1 score medal for each house you save.
The right moment is exactly when the tank started to drive over the house.
Taking them out too early or too late will result in nothing but common small bomber items.

Whenever you meet midsize tanks in the game, shoot their wheels first before you take out the main part, to receive big bomber items instead of 4 small ones.


- SERIES:


1. Battle Garegga

2. Battle Bakraid


- STAFF:


Director: K. Nakashima

Programm 68000 Side: S. Yagawa, Y. Watanabe

Programm Z80 Side: Y. Ochiai

Graphic: S. Yamakawa, M. Tatsuda

Sound Effect: Santaruru

Test Player: Mr. Daigoro, Marika F.


$end

#-----------------------------

#Battle K-Road

$info=btlkrodj,
$bio

Battle K-Road (c) 01/1994 Psikyo.

Licenced to Jaleco for US manufacture and distribution.


- TRIVIA:


This game is based on the K-Road Tournament.


- TIPS & TRICKS:


If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...


- STAFF:


Rick Johnson, Ogawa Hyoue, Knuckle Wataru, Hideyuki Oda, Shin Nakamura, Jun-1 Tanba, Shiori Saito, Toshinori Sugita, Minsk, N. Shigemura, A. Tsujimoto, Atsushi Sakurai, Hiromin, Masaki Izutani, Iron Champ, Yusa-Taro


$end

#-----------------------------

#Battle Lane Vol. 5

$info=battlane,battlan2,battlan3,
$bio

Battle Lane Vol. 5 (c) 1986 Technos.

The game was released through Romstar as a Tecmo game licensed from Taito. (05/1986)


- TRIVIA:


While popular history seems to think that Data East designed the game (because the pinout matches Data East pinouts) the internals of the two 6809 processors appear to be a little more complicated then that.


$end

#-----------------------------

#Battle of Atlantis

$info=atlantis,atlants2,
$bio

Battle of Atlantis (c) 1981 Comsoft / Game World.


$end

#-----------------------------

#Battle Rangers

$info=battlera,
$bio

Battle Rangers (c) 02/1989 Data East.

This game is also known as Bloody Wolf.


- STAFF:


Game designer: Yoshiaki Honda

Game Programmer: Takaaki Ioue, Souichi Akiyama

Graphic designer: Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man

Sound Team: Azusa, Maro, Tatsuya, Segawa

Hardware: Tomotaka Osada


$end

#-----------------------------

#Battle Shark

$info=bshark,bsharkj,
$bio

Battle Shark (c) 1989 Taito.


- STAFF:


Direction: Captain Imamura, Ichiro Fujisue

Game Design: Atsushi Yamamoto

Software: Ichiro Fujisue, Ghost Hashimoto, Takashi Kitabayashi, Naoya Kuroki, Takayuki Ishiwata

Art Design: Hisakazu Kato, Takayuki Ogawa, Tsuyoshi Sato, Ken' Ichi Imaeda, Animation 20

Mechanic: Osamu Wakayama, Seiji Doumi, Yasunori Hatsuda

Cabinet: Atsushi Iwaoka

Hardware: Eikichi Takahashi, Katsumi Kaneoka

Sound and Music: Team Zuntata, Devil Yamada, Hidehito Kitamaru


$end

#-----------------------------

#Battle Toads

$info=btoads,
$bio

Battle Toads (c) 1994 Rare.

Licensed to Electronic Arts by Rare Coins Games.


- TIPS & TRICKS:


After you knock down an enemy, you can finish him off quickly if you walk up to him while he's down, then push down and attack.
Your character will smash the enemy, or drill into his head, depending on which toad you are.


- STAFF:


Main Program: Chris Sutherland

Additional programming: Mark Wilson

Game design: Gregg Mayles

Additional design: Kevin Bayliss, Chris Sutherland

Main Character artist: Kevin Bayliss

Additional character artist: Keri Gunn, Gregg Mayles, Steve Mayles, Chris Peil

Main background artist: Kevin Bayliss

Additional background artists: Gregg Mayles, Steve Mayles, Chris Peil, Dean Smith

3D Computer models: Kevin Bayliss

Hardware concept: Chris Stamper

Hardware design and construction: Pete Cox, Chris Stamper

Audio software: Chris Sutherland

Music and sound effects: Dave Wise

Additional sound effects: Gregg Mayles, Chris Sutherland

Sound effect sampling: Dave Wise

Vocal effects: Kevin Bayliss, Mark Betteridge, Simon Farmer, Chris Peil, John Stamper, Louise Stamper, Chris Sutherland

Quality assurance: Simon Farmer, Gary Richards, Huw Ward

Special thanks to: Joel Hochberg, Scott Hochberg, Jerry Rogowski, Joe Stamper

Original battletoads concept: Tim Stamper

Original battletoads design: Kevin Bayliss, Mark Betteridge, Tim Stamper

Produced by Chris Stamper, and Tim Stamper.


$end

#-----------------------------

#Battle Zone

$info=bzone,bzonec,bzone2,
$bio

Battle Zone (c) 11/1980 Atari.


- TRIVIA:


Battlezone was the first environmental 3D landscape game.
The game used a system of bit-slice processors called a "mathbox" to do 3D calculations for the display.
This kind of "squeezing the most out of minimal hardware" mindset was what led Atari to create the innovative games it did in the 1980's.
Atari has sold approximately 75,000 units.
Battlezone was so innovative for its time, the US Army commissioned Atari to create a version of the game for infantry vehicle training.
Ed Rotberg was assigned the project, but was very opposed to it.
Major Dave Robinson and General Donn Starry of the U.S. Army were responsible for bringing Atari the idea of making a military version to be used in training.

The volcano erupting in the background was created by Owen Rubin (Major Havoc).
Rubin pestered Rotberg to add the volcano, but he was too busy to write the code, and told Rubin that if he wanted the erupting volcano, he'd have to write the code.
The next morning, Rotberg walked in to a volcano erupting onscreen and the code listing on his desk.


- TIPS & TRICKS:


*General tank strategy*

Enemy tanks have the same firing limitation that you do.
The shot has to disappear out of range or hit something before they can fire again.
This is the key - keep them missing you and nail them before they can reload.
Never sit still.

You need to get the enemy tank in front of you (obviously).
The best bet is to just back up until the tank is in your cone of vision.
Back up straight and listen for it to shoot at you.
When you see the shot pass, briefly turn towards the tank, then resume backing up straight.
Repeat this until the tank is visible.
It won't be able to zero in on you if you keep moving.

If you hit a barricade while backing up, you have to react quickly to avoid getting shot.
Move forward, then turn slightly and then keep backing up.
If you're near the pyramid next to the short cube, you may get hung up between them.
It's a good idea to know where they are and avoid them.

Once the tank is in front of you, if it's not facing you, just zero in on it and kill it.
If it is facing you (and coming at you) you may be able to get a barricade in-between it and you.
If you can, it will run into it, then turn to avoid it.
You can then nail it once it moves away from the barricade.

If you can't get a shot at a tank's side, check the next section for tips on killing it head-on.


*Regular tanks*

Drive towards it at an angle (never directly head-on).
It won't be able to zero in on you.
You may have to keep adjusting your course slightly as you go.
Drive even with or slightly past it, pause a second, then back up, turn towards it and fire.

What happens is: as you pass the tank, it will turn towards you to zero in, but you're moving faster than it can turn.
If you do it right, as you back up, it will fire at you and miss, giving you enough time to aim.


*Supertanks*

Follow the same directions as for killing regular tanks, except don't pause when you pull side-by-side with it immediately back up, turn and kill it.
You may actually hit the tank, but that's fine.
It will shoot at you and miss, giving you time to blow it away.
Once you master the timing of this, tanks are a breeze.


*Missiles*

Missiles are tricky to get the hang of.
The first one comes at you straight, so you can just back up in a straight line to kill it.
The second one (or two) will straighten out near the end of their attack so you can do the same to them.
After that, you have to get the hang of their flight pattern.

As soon as you hear the missile coming, start backing up and turn your tank so the missile will come down just to the left of the center of the screen (use the crosshairs as a guide), then back your tank up in a straight line.
The missile will zig-zag on the way down, then go straight, go slightly left, then turn sharply right.
Watch for that straight part of its flight, wait for the left turn, then when it turns to the right fire.
The missile will fly right into your shot.
If you position your tank correctly when the missile comes down, you don't need to do any more turning.

If you miss, you may be able to dodge the missile by moving ahead and to the right, or if you started backing up soon enough, you may get off a second shot (it will repeat the straight, left, right pattern if given enough room, allowing you to shoot using the same method).

This takes a bit of practice, but once you get into the rhythm, you can kill off missiles to your heart's content.


*Saucers*

Don't go after saucers unless you know exactly where the enemy tank is, and can do so safely.
If the enemy tank gets in directly behind you, then don't chase a saucer down.
The tank will shoot you in the back.
During a missile attack, concentrate on the missiles.
Don't worry about the saucer until you're back to fighting tanks.


*Miscellaneous*


One of the cool tricks for Battlezone is trapping missiles.
This can come in handy for hunting for saucers, or if you need to take a break.
You need to get behind a tall barricade (the ones shaped like a refrigerator work best).
When a missile attacks, get right up to the barricade.
You need to position yourself so the saucer will jump up over the barricade (and you), as straight-on as possible.
As soon as it's overhead, spin the tank in place to the right (clockwise).
If you time it right, the missile won't be able to exit the radar screen and will be stuck behind you as long as you keep spinning.
Now you can just keep spinning until a saucer happens by.
If you stop turning to shoot it, the missile will escape, so try to shoot it on the fly.
Eventually the missile will escape on its own, although you can delay it by backing up a little while spinning to keep it in range.
In order to take a break while trapping a missile, you have to find a way to keep the controls in place so the tank continues to spin.


Free tanks are awarded at 15,000 pts and 100,000 pts, missiles arrive around 15,000 pts and Supertanks show up after 20,000 pts (not including points earned from saucers).
This changes depending on how a machine is set up.
Battlezone's score probably wraps over at 10,000,000 pts.
Some time after 600,000 pts, the Supertanks are replaced by the slower (lower scoring) regular tanks.
This is a plus though, since it's safer to go after saucers.


Between attacks, drive forward into an open area, so you have a clear space to back into during the next attack.
During missile attacks, you'll usually have to turn to the right to position the missile correctly.


Keep an eye on the radar screen when a new tank attacks especially later in the Supertank rounds.
If it puts one directly behind you, you have very little time to get away.
Turn while driving away from it fast.
Once you get clear, then you can back up and get it in front of you.


Practice shooting while turning.
You can either practice on tanks (risky) or on barricades between attacks.


- STAFF:


Project Leader: Rick Moncrief

Programmed by Ed Rotberg and Hans Hansen.

Engineer Jed Margolin.

Mechanical Engineer: Otto De Runtz

Technician: Erik Durfey


$end

#-----------------------------

#Battle-Road, The

$info=battroad,
$bio

The Battle-Road (c) 10/1984 Irem.


$end

#-----------------------------

#Battles

$info=battles,
$bio

Battles (c) 1983.

This game is a bootleg of Xevious.


$end

#-----------------------------

#Bay Route

$info=bayroute,bayrtbl1,bayrtbl2,bayrouta,
$bio

Bay Route (c) 03/1989 Sunsoft / Sega.


- STAFF:


Program: Yoshitaka Kawabe

Design: Kazuyuki Sugiura, Rieko Sakai, Masayuki Aikawa

Sound: Vial music, Michie Takemori, Shinichi Seya

Director: Kiharu Yoshidaatsuura


$end

#-----------------------------

#Beast Busters

$info=bbusters,
$bio

Beast Busters (c) 11/1989 SNK.


- SERIES:


1. Beast Busters

2. Beast Busters - Second Nightmare


- STAFF:

President: Eikichi Kawasaki

Producer & Director: Hamachi. Papa

Designers: Mitsuzo.I, Ken, Muromoto, Sakai, Mioshi, Maeda, Fujiwara

Main Programmer: Mr. SNK 25

Assistant Programmer: Murano

Sound Creators: Tarkun, Papaya

Hard Creator: Ebara


$end

#-----------------------------

#Beastie Feastie

$info=beastf,
$bio

Beastie Feastie (c) 1984 Epos Corporation.

This game is also known as The Glob, and Super Glob.


$end

#-----------------------------

#Beat Head

$info=beathead,
$bio

Beat Head (c) 11/1993 Atari Games.


$end

#-----------------------------

#Beezer

$info=beezer,beezer1,
$bio

Beezer (c) 1982 Tong Electronic.


$end

#-----------------------------

#Bells & Whistles

$info=blswhstl,
$bio

Bells & Whistles (c) 02/1991 Konami.

This game is known in Japan as Detana!! Twin Bee.


- STAFF:


Director: M. Ohsawa

Programmer: T. Shimomura

Designer: R. Shogaki, H. Ashida, K. Ishimoto

Animation: Shuzilow.Ha

Sound design: H. Maezawa, M. Yamane, M. Nakashima

Engineer: H. Matsuura


$end

#-----------------------------

#Berlin Wall, The

$info=berlwall,berlwalt,
$bio

The Berlin Wall (c) 01/1991 Kaneko.


$end

#-----------------------------

#Bermuda Triangle

$info=bermudat,bermudaj,bermudaa,
$bio

Bermuda Triangle (c) 1987 SNK.

This game is known in Japan as World Wars.


- STAFF:


Director: Eikichi Kawasaki

Software: SNK jr.

Designers: Rampty, Tetsuyaki, Miss Yoko, Angel, Tomotae

Hardware: Akitadesi

Sound: Kenny

Producer: Mr. Oba


$end

#-----------------------------

#Berzerk

$info=berzerk,berzerk1,
$bio

Berzerk (c) 10/1980 Stern Electronics.


- STAFF:


Designed and programmed by Alan McNeil.


- TRIVIA:


The title of this game comes from the series of books called 'The Berzerker Stories' by Fred Saberhagen.

Berzerk was originally designed for the 6809E CPU, until it was discovered that the processor didn't work properly.
The board was then redone to run on a Z80.
The speech was done using LPC coding, which cost $1,000 per word to compress at that time.
The game also originally had a monochrome monitor; when Defender was released in color, the company re-considered their display approach and re-designed the display using a color overlay board.

Evil Otto was named for Dave Otto, who worked for Dave Nutting's Arcade Engineering group as R & D director at the time Alan McNeil did.
Each Berzerk unit was "autographed" by the designer.

Mr. Peter Bukowski was the first person to die playing a video game, when he died of a heart attack playing Berzerk at the "Friar Tuck Game Room" in Calumet City, Illinois.


- TIPS & TRICKS:


Always exit the mazes on the sides.
If you exit the top or bottom, you will often start in a long corridor with many robots on both sides of you.
During the fast rounds (past 8000 points), you will not have a chance.


The robots will always move toward you.
Use this to your benefit when two (or more) robots are close to each other by moving your man back and forth, this causing the robots to collide and annihilate each other.


When separated from the robots by a vertical wall, move up and down to place the robots on the same horizontal plane, where they will kill each other with shots aimed in your direction.


The robots always walk toward you unless you're in their line of fire; then they will pause to shoot.
There are eight directions you and they can shoot.
The only way to survive the higher levels (10,000 points +) is to learn the blind spots of the robots.
If you are in a robot's blind spot he poses no threat, and you can concentrate on blasting the others.
The angle shots are almost never necessary.
It is very difficult to hit a robot with an angle shot.
When you shoot, your man stops moving, when you can't move, you are vulnerable.
Make your shots count and don't bother wasting your time with angles unless you are on an early level and need the practice.


Because the robots are shorter than you, try to avoid robots at the bottom edge of the screen.
By the time you move low enough to get a shot they will have already fired.
In contrast, if you come "up" on robots from the bottom, you can shoot their feet and duck back down before their shot reaches you.


Because your man is a lot taller than he is wide, it is very easy to avoid shots from above and below.
Take out the robots to the sides of you first.


If you poke your head above a wall just far enough to shoot above it, the robots on the other side of it can't shoot you.
They will only hit the wall.
ALWAYS use this tactic to kill most of the robots in a maze.
When you are in the right position, just hold down the fire button.
This will make your player stand still.
You can inch your way very close to the deadly walls without fear of running into them.
When shooting up or down, that trick doesn't work.
If there is a wall between you and a robot above you, run to the right and start shooting up just past the wall.
If you are lucky, the robot will walk into your fire before he gets a shot off.
By design, if a robot is above you, he will lock into position directly in-line with your shots, and you will shoot each other's bullets.
In early rounds you can overpower a robot and outgun him, but later the robots can keep up with you and you will be in a deadlock.
To defeat him, shoot up and immediately walk to the right and he will walk into your bullet.


Because the robots are attracted to you "as the crow flies", they will tend to clump together and smash into each other.
The best way to kill robots is to stand safely behind a wall and let them shoot and smash each other.
The ball (Evil Otto) will also kill them.
You can ignore some robots in the maze and let Otto kill them for you.
Otto follows your position like the robots, so as he comes across the screen, lead him up and down into any remaining robots before you exit.


The robots are programmed to avoid colliding into the sides of the deadly walls, but they can't detect the start or end of a wall.
If a robot is below the end of a wall, you can move up and direct him into the wall end.


In later rounds, all of the real action takes place in the first two or three seconds of a round.
If you survive the initial shots from the robots, you are as good as done with the maze.
When a new maze comes on screen, you are very vulnerable.
Often you are in the line of fire of five robots.
As the new maze slides on-screen, you can see it before the robots appear.
Use this time to decide which way to run.
Assume that there will be a robot in each "room" or "nook".
Shoot the robot right in front of you first, and then run toward his position.
By running ahead, you will exit the line of fire of any robots above/below you and also the dreaded angle shots.
Once you are out of their line of fire, you can re-enter their line of fire selectively and shoot them.
Get to a safe barrier as soon as possible and wait for the robots to move into easy positions.


The more robots that are in a maze (up to 11), the more time you have until Otto comes out.
If the maze has only 1-3 robots, don't waste time shooting them unless they stand between you and the exit.


Here is how the rounds progress:

Points / Robot Color / Shots fired

0-260 / Yellow / 0

260-1200 / Red / 1

1200-3000 / Light Blue / 2

3000-4500 / Yellow-Green / 3

4500-6000 / Purple / 4

6000-8000 / Yellow / 5

8000-10000 / White / One fast shot (2x speed)

10000-12000 / Light Blue / Two fast shots


This color system now repeats.
At around 20,000 points, the robots stay light blue.
Starting at about 10,000 pts.
Berzerk becomes largely a game of luck.
If you get an open maze with a lot of robots, there is not much you can do.


*An interesting quirk*
The space between your man's head and body is not technically part of your man, so that shots that pass through this area (your "neck") will not kill you.


- SERIES:


1. Berzek

2. Frenzy


$end

#-----------------------------

#Big Karnak

$info=bigkarnk,
$bio

Big Karnak (c) 1991 Gaelco S.A.


- STAFF:


Direction: Julian Goicoa

Story: Tony Yeste

Program: Luis Jonama, Albert Sunyer

Graphics: Tony Yeste

Graphics C.: Xavier Arrebola

Sound: Josep Quingles

Hardware design: Chu-Lin


$end

#-----------------------------

#Big Pro Wrestling!, The

$info=bigprowr,
$bio

The Big Pro Wrestling! (c) 12/1983 Technos.


- TRIVIA:


This is the Technos Japan's first game.

Sunny would later appeared as a supporting character in Double Dragon 3 - The Rosetta Stone.


- SERIES:


1. The Big Pro Wrestling!

2. Exciting Hour - The Prowrestling Network


$end

#-----------------------------

#Big Run - The Supreme 4WD Challenge

$info=bigrun,
$bio

Big Run - The Supreme 4WD Challenge (c) 12/1989 Jaleco.


$end

#-----------------------------

#Big Striker

$info=bigstrik,
$bio

Big Striker (c) 1992 Jaleco.


- STAFF:


Total Planning: Toku

Gamedesign: H Iiduka

Program: H Akashi

Character Design: M Horikoshi, Sanbo, T Fukada, N Tanabe

Sound: K Yokoyama


$end

#-----------------------------

#Big Twin

$info=bigtwin,
$bio

Big Twin (c) 1995 Playmark.


$end

#-----------------------------

#Bigfoot Bonkers

$info=bbonk,
$bio

Bigfoot Bonkers (c) 10/1976 Meadows Games.


$end

#-----------------------------

#Bijokko Gakuen

$info=bijokkog,
$bio

Bijokko Gakuen (c) 1988 Nichibutsu.


$end

#-----------------------------

#Bijokko Yume Monogatari

$info=bijokkoy,
$bio

Bijokko Yume Monogatari (c) 10/1987 Nichibutsu.


$end

#-----------------------------

#Billiards, The

$info=billiard,
$bio

The Billiard (c) 1981

This game is a bootleg of Video Hustler.


$end

#-----------------------------

#Bio-Attack

$info=bioatack,
$bio

Bio-Attack (c) 1983 Taito.

Licensed by Fox Video Games.


$end

#-----------------------------

#Bio-Ship Paladin

$info=bioship,
$bio

Bio-Ship Paladin (c) 1990 American Sammy.

Licensed by UPL.


- STAFF:


Game Design: Tsutomu Fuzisawa

Program Design: Itsam Matarca

Character Design: Tsutomu Fuzisawa, Kinya Aoyama

Background Design: Mutsuo Kaneko, Miho Urushibara, Shiho Sasaki

Sound Effect: Yoshio Nagashima


$end


#-----------------------------

#Biomechanical Toy

$info=biomtoy,
$bio

Biomechanical Toy (c) 1995 Zeus.


- TRIVIA:


This is the first and only Coin Op produced by Zeus.


- TIPS & TRICKS:


*Hat Bonus*
Shoot the Hats quickly, and if you can hit them enough before they dissapear, you will be awarded with a 200.000 bonus points.

*Clowns*
The clown is valued 100.000 points, and it's hidden around all levels.
The demo shows where the first one is (head statue at the beggining).

There are others on the first level.
The first one is in the chimney placed at the roof of the house.
Jump onto the chimney, and jump and fire down to where the smoke escapes into the air.
After a few shots, a clown will appear.

You can reach the third one jumping from the top of the roof to the left.
There are globes that will let you access the clown.

There are a lot of others, but it's up to you to find them.


- STAFF:


Main design: Raul Lopez, Ricardo Puerto

Program: Ricardo Puerto

Computer Graphics: Raul Lopez

Art & Animation: Raul Lopez, Maite R. Otxotorena, Juanma Ripalda, Andreito Lobero

Development system: Ricardo Puerto, Juan Mari Gorrotxategi, Asier Zubillaga


$end

#-----------------------------

#Bionic Commando

$info=bionicc,bionicc2,
$bio

Bionic Commando (c) 03/1987 Capcom.

This game is known in Japan as Top Secret.


- TRIVIA:


The main character is Super Joe from The Speed Rumbler.


$end

#-----------------------------

#Birdie King

$info=bking,
$bio

Birdie King (c) 1982 Taito.


- SERIES:


1. Birdie King

2. Birdie King 2

3. Birdie King 3


$end

#-----------------------------

#Birdie King 2

$info=bking2,
$bio

Birdie King 2 (c) 1983 Taito.


- SERIES:


1. Birdie King

2. Birdie King 2

3. Birdie King 3


$end

#-----------------------------

#Bishoujo Janshi Pretty Sailor 18-Kin

$info=psailor1,
$bio

Bishoujo Janshi Pretty Sailor 18-Kin (c) 08/1994 Sphinx.


- SERIES:


1. Bishoujo Janshi Pretty Sailor 18-Kin

2. Bishoujo Janshi Pretty Sailor 2


$end

#-----------------------------

#Bishoujo Janshi Pretty Sailor 2

$info=psailor2,
$bio

Bishoujo Janshi Pretty Sailor 2 (c) 10/1994 Sphinx.


- SERIES:


1. Bishoujo Janshi Pretty Sailor 18-Kin

2. Bishoujo Janshi Pretty Sailor 2


$end

#-----------------------------

#Black Dragon

$info=blkdrgon,blkdrgnb,
$bio

Black Dragon (c) 08/1987 Capcom.

This game is known in US as Black Tiger.


- TIPS & TRICKS:


It is possible to get the elephant on level 1 (hidden bonus in the wall left of the only salesman on level 1) before touching the salesman and entering the shop.
If you succeed you can immediately buy the 1500 zenny weapon even if you have been very unlucky harvesting zenny.
Here's how:

Shoot the snake on the pillar.

Shoot the wall until the first section of wall opens. Don't open the second part of the wall with the elephant behind it yet.

Move somewhat near the salesman on the platform and do a standing jump to the right (that is, without touching the joystick jump, and then move to the right in mid-air). You'll grab the green pillar in the correct position in order to jump to the left and pass between salesman and wall.

Open the second wall section, get elephant, touch salesman.

NOTE: if you should fail you'd enter the shop and loose it.


When you get to the end of a level, just before jumping up to the boss/dragon/etc.
Stand on the closest platform below and shoot skeletons until the time goes down to about 10 seconds.
Then jump up and kill the boss - only the final dragon takes any length of time.
In other words, use all the time before leaving the level!
If you do this early on in level 1, you are able to afford the second weapon at the first shop; this makes level 2 considerably easier.
Also, this allows you to finish the game with a 2 million + score.
If you just finish the level immediately you only get about 1.5 Million.


At the end of the levels with monsters - not dragons - just  stand in front of them and press jump and fire, don't move, and they will not touch you.


- STAFF:


Programmer: Imo (Akapa)

Character design: Kuramoyan, Satochin, Kawamoyan, Miyaji, Fukumoyan, Nono, Rattchan

Sound & Music: Tamayo Kawamoto

Hardware: Crazy Kubozoo


$end

#-----------------------------

#Black Heart

$info=blkheart,blkhearj,
$bio

Black Heart (c) 1991 UPL.


$end

#-----------------------------

#Black Hole

$info=blkhole,
$bio

Black Hole (c) 04/1981 TDS. (Tokyo Denshi Sekkei)


$end

#-----------------------------

#Black Panther

$info=blkpnthr,
$bio

Black Panther (c) 06/1987 Konami.


$end

#-----------------------------

#Black Tiger

$info=blktiger,bktigerb,
$bio

Black Tiger (c) 08/1987 Capcom.

This game is known in Japan as Black Dragon.


- TIPS & TRICKS:


It is possible to get the elephant on level 1 (hidden bonus in the wall left of the only salesman on level 1) before touching the salesman and entering the shop.
If you succeed you can immediately buy the 1500 zenny weapon even if you have been very unlucky harvesting zenny.
Here's how:

Shoot the snake on the pillar.

Shoot the wall until the first section of wall opens. Don't open the second part of the wall with the elephant behind it yet.

Move somewhat near the salesman on the platform and do a standing jump to the right (that is, without touching the joystick jump, and then move to the right in mid-air). You'll grab the green pillar in the correct position in order to jump to the left and pass between salesman and wall.

Open the second wall section, get elephant, touch salesman.

NOTE: if you should fail you'd enter the shop and loose it.


When you get to the end of a level, just before jumping up to the boss/dragon/etc.
Stand on the closest platform below and shoot skeletons until the time goes down to about 10 seconds.
Then jump up and kill the boss - only the final dragon takes any length of time.
In other words, use all the time before leaving the level!
If you do this early on in level 1, you are able to afford the second weapon at the first shop; this makes level 2 considerably easier.
Also, this allows you to finish the game with a 2 million + score.
If you just finish the level immediately you only get about 1.5 Million.


At the end of the levels with monsters - not dragons - just  stand in front of them and press jump and fire, don't move, and they will not touch you.


- STAFF:


Programmer: Imo (Akapa)

Character design: Kuramoyan, Satochin, Kawamoyan, Miyaji, Fukumoyan, Nono, Rattchan

Sound & Music: Tamayo Kawamoto

Hardware: Crazy Kubozoo


$end

#-----------------------------

#Black Widow

$info=bwidow,
$bio

Black Widow (c) 1982 Atari.


- STAFF:


Designed and programmed by Bruce Merritt.


- TRIVIA:


This game was a conversion kit for Gravitar, when that game flopped badly.
Black Widow didn't do much better.


- TIPS & TRICKS:


The game involves a dual joystick control effort.
The left joystick moves the black widow around its web while the right joystick is used for directional firing.
The premise is that the player must move the spider around the web while shooting and/or avoiding various deadly bugs and collecting bonuses after they are shot.

The key to playing this game is based upon the various enemy bugs' powers and characteristics plus the value of the bonuses that are collected:

1. Mosquito - If shot, becomes '$'.

2. Beetle - Eats '$', but if shot, becomes '$'.

3. Hornet - Lays an egg on '$', but if shot, becomes '$'.

4. Egg - Grows to become hornet or spoiler.
Must be pushed off the web to score 500, 1000, 1500, 2000, or even 2500 points.

5. '$' Grub Steak - Tag for 500, 250, 100, or 50 points -- the sooner the better.

6. Spoiler - Invulnerable.
Can only be destroyed by a grenade, bug slayer or rocket bug.

7. Grenade - Explodes if shot.
Bugs and eggs within the kill zone score 500 points each.

8. Rocket Bug - Invulnerable.
Launches "rockettes" at black widow from the other bugs it tags.
Shoot rockettes to score 100 points each.

9. Thunderbug - If shot, it breaks formation and attacks.
Shoot again to explode all T-bugs for 5000 points.
Keep away from all T-bugs to earn 10000 points.

10. Bug Slayer-harmless to you, invulnerable, competes with you for food.
Beat it to it's flashing prey for points.


$end

#-----------------------------

#Blade Master

$info=bmaster,
$bio

Blade Master (c) 1991 Irem.


$end

#-----------------------------

#Blades of Steel - The Supreme Hockey Challenge

$info=bladestl,bladstle,
$bio

Blades of Steel - The Supreme Hockey Challenge (c) 10/1987 Konami.



$end

#-----------------------------

#Blandia

$info=blandia,
$bio

Blandia (c) 1992 Allumer.


- STAFF:


Planning: Ken Kaneda

Graphic Chiff: Tadahiro Negome

Graphic Design: Makoto Kobayashi, Kenji Inoue

Character Design: Ken Kaneda, Tadahiro Negome

Main Programmer: Kazuyoshi Ishihara

Sub Programmer: Sou Kajiwara, Masafumi Kaneko, Makoto Hijiya

System Design: Kazuyoshi Ishihara, Sou Kajiwara

Sound & Music: Hisao Shiomi

Music: Akira Inoue, Manabu "Gon" Namiki

Hard: Noboru Kohno

Voice: Noriaki Yamaguchi, Mariko Suzuki, Katsuko, Reiko Nagashima, Yohko Ogawa


$end


#-----------------------------

#Blast Off

$info=blastoff,
$bio

Blast Off (c) 03/1989 Namco.


- SERIES:


1. Bosconian

2. Blast Off


- STAFF:


Game design: Nak, Tak

Program: Nak

Graphics: Tak

Character: Arg, M.G

Music: Kob, Tog

Sound: Nob


$end

#-----------------------------

#Blasted

$info=blasted,
$bio

Blasted (c) 1988 Bally Midway.


- STAFF:


Game design: Brian Colin and Jeff Nauman

Software: Jeff Nauman

Graphics: Brian Colin

Sound: Neil Falconer

Cabinet: John Kubik, Hank Siska, Walt Gosluski

Hardware: Dan Stern, Cary Mednick, Trun9 Van Trunong

Support: Meredith Soper, Mike Bartlow, Greg Freres, Sue Lohse, Tom Leon, Jim Belt


$end

#-----------------------------

#Blaster

$info=blaster,blastkit,
$bio

Blaster (c) 11/1983 Williams.


- STAFF:


Designed and Programmed by Eugene Jarvis (Vid kidz), and Larry DeMar.


- TRIVIA:


Due to the expense of the pseudo-3D generating hardware, Blaster was released in very limited numbers.

Originally known as "Master Blaster", but they changed the name to avoid confusion with a pinball simulator called "Bill Budges Raster Blaster" for the Apple computer.
The 3-D effects of this game were all hand rendered which required thousands of hours of design work.
There were only 3 sitdown versions of this game made.
The game was shortened from 30 stages to 20.
There were DuraMold cabinets made but they had to stop using them because they shrunk.
One such reported instance was that the monitor ejected out and flew across the arcade and impaled itself on a Donkey Kong Jr. machine.


$end

#-----------------------------

#Blasteroids

$info=blstroid,blstroi2,blsthead,
$bio

Blasteroids (c) 1987 Atari Games.


- TRIVIA:


The asteroids used were digitized lava rocks, some of which were painted white.
Industrial Light and Magic was commissioned to build models of the five player ships, which were then photographed in various positions and digitized.
The game was originally to have areas in which a certain ship form was required to get through them, but the game's production was pushed forward, and it didn't get the tuning originally planned.


- SERIES:


1. Asteroids

2. Asteroids Deluxe

3. Space Duel

4. Blasteroids


- STAFF:


Ed Rotberg, Peter Lipson, Gary Stempler, Sam Comstock, Rob Rowe, Mike Hally, Brad Fuller, Mike Albaugh, Chris Downend


$end

#-----------------------------

#Blasto

$info=blasto,
$bio

Blasto (c) 06/1978 Gremlin.


$end

#-----------------------------

#Blaze On

$info=blazeon,
$bio

Blaze On (c) 1992 Atlus.


- STAFF:


Star Programer: Dandy Arai

Sound: Macco

Japanese Planner: Ethiopian Taro, Toshiya Matsuyama, BIRD

Object Engineer: Shinji Tago, Hikaru Takeyasu, Masahiro Kuroda

Screen Designer: Shinji Tago, Hakase100%, Magnam.K

Opening Animator: Kenji Teraoka, Yasuhito Kikuchi, Motoaki Satoh, Naoki Kobayashi, Yusuke Satoh, Kazuyo Nakamura

Opening CG: Youtai Isseki, Hikaru Takeyasu, Sin

Opening Maker: T.Mansell, Hakase100%, Annenyama-Z, Sin


$end

#-----------------------------

#Blazer

$info=blazer,
$bio

Blazer (c) 07/1987 Namco.


$end

#-----------------------------

#Blazing Star

$info=blazstar,
$bio

Blazing Star (c) 01/1998 Yumekobo.


- SERIES:


1. Pulstar

2. Blazing Star


- STAFF:


Executive producer: Akio Inove, Nobuyuki Okude

Producer: Takaya ida

Sub producer: Isamu yutani

Director: Michio Sato

Main programmer: Minoru Yoshida

Sub programmer: Taka / M. Sakae

Chief designer: Tomonori Nagakubo

Designer: Kyou Yamanaka, Izumi Senou, Saki, Shotabira, Yumetard, Tatsuo Shioda

Character designer: Daikichi

Design helper: Mayumi Takeuchi, Itsuo Iton, Mitsuo Takano, Masakazu Ishizaki

Sound designer: Yasuaki Fujita

Music composer: Harumi Fujita


$end

#-----------------------------

#Blazing Tornado

$info=blzntrnd,
$bio

Blazing Tornado (c) 09/1994 Human.


$end

#-----------------------------

#Block

$info=arkblock,arkbloc2,
$bio

Block (c) 1986 Game Corporation.

This game is a bootleg of Arkanoid.


- UPDATES:


In this bootleg, it is possible to choose the start level.


$end

#-----------------------------

#Block Block

$info=block,blockbl,blockj,blocka,
$bio

Block Block (c) 10/1991 Capcom.


- STAFF:


Planner: F. Kuwahara

Designer: S. Sakashita, H.K, M. Miyao

Programmer: T. Ohta, K. Akiyama, N. Sakoda

Sound Designer: P-Chan, T'Yomage


$end

#-----------------------------

#Block Carnival

$info=blockcar,
$bio

Block Carnival (c) 1992 Visco Games.

This game is also known as Thunder & Lightning 2.


- SERIES:


1. Thunder & lighting

2. Block Carnival


$end

#-----------------------------

#Block Gal

$info=blockgal,blckgalb,
$bio

Block Gal (c) 1987 Sega / Vic Tokai.


- STAFF:


Producer: Yakuza Sebiro

Design: Sary Chan Papa, Abunai Kun!!

Program: Dynamic Ran, Gofukusen

Music: Shoochi Gun


$end

#-----------------------------

#Block Hole

$info=blockhl,
$bio

Block Hole (c) 1989 Konami.


$end

#-----------------------------

#Block Out

$info=blockout,blckout2,blckoutj,
$bio

Block Out (c) 10/1989 Technos / California Dreams.


$end

#-----------------------------

#Blockade

$info=blockade,
$bio

Blockade (c) 12/1976 Gremlin.


- SERIES:


1. Blockade

2. Hustle


$end

#-----------------------------

#Blocken

$info=blocken,
$bio

Blocken (c) 1994 HID / Visco.


$end

#-----------------------------

#Blomby Car

$info=blmbycar,blmbycau,
$bio

Blomby Car (c) 1994 ABM & Gecas.


- TRIVIA:


This game was only released as a conversion kit and it seems to have had a limited production run.
It was ABM & Gecas' only arcade release.


$end

#-----------------------------

#Blood Bros.

$info=bloodbro,
$bio

Blood Bros. (c) 1990 TAD.

Licensed to Fabtek for US manufacture and distribution.

A bootleg of this game is known as West Story.


- TIPS & TRICKS:


Here is a cheat with which you can get infinite points:

Get to the second screen (preferably without dying on the first screen).
Shoot the building on the right side of the screen and start shooting the trees in the background on the right.
20,000 points fly out from each bunch of trees.
Continue.
That is basically it.
A few problems occur and here is how to counter them:

a) 5 men run across the back from the left and throw grenades: Just shoot the grenades before they get to you.
Eventually they come out less often, and will stop altogether.

b) The men on the right come out from the edge to shoot you: Same as above.
They stop eventually.

c) A plane flies over and drops bombs: Same as above. It stops after some time.

d) After a certain amount of time a bird comes out to kill you: Let it.
Only 2 birds ever come out (sometimes only 1) and then they also stop coming.
This is why it pays not to die on the first screen.


*Another hint*
On the first screen, the tin can be shot many times ( immediately ) to give you a free man.
If you miss it, don't bother trying again - you only get one chance.


- SERIES:


1. Cabal

2. Blood Bros.


- STAFF:


Program: Dai.Kohama

Direction: Hiro.Kakiuchi

Graphic: Jun.Matsubara, Tetsu.Fujisaku, Nao.Shishino

Sound: Yus.Aoki, Yuj.Tezuka


$end

#-----------------------------

#Blood Storm

$info=bloodstm,bloods11,bloods21,bloods22,
$bio

Blood Storm (c) 1994 Strata / Incredible Technologies.


- STAFF:


Chris Oberth


$end

#-----------------------------

#Bloody Wolf

$info=bldwolf,
$bio

Bloody Wolf (c) 1988 Data East.

This game is also known as Battle Rangers.


- STAFF:


Game designer: Yoshiaki Honda

Game Programmer: Takaaki Ioue, Souichi Akiyama

Graphic designer: Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man

Sound Team: Azusa, Maro, Tatsuya, Segawa

Hardware: Tomotaka Osada


$end

#-----------------------------

#Bloxeed

$info=bloxeed,bloxeedc,
$bio

Bloxeed (c) 1989 Sega.


$end

#-----------------------------

#Blue Hawk

$info=bluehawk,bluehawn,
$bio

Blue Hawk (c) 1993 Dooyong.


$end

#-----------------------------

#Blue Print

$info=blueprnt,blueprnj,
$bio

Blue Print (c) 1982 Zilec.

Also licensed to Jaleco, and to Bally Midway. (09/1982)


$end

#-----------------------------

#Blue Shark

$info=blueshrk,
$bio

Blue Shark (c) 09/1978 Midway.


$end

#-----------------------------

#Blue's Journey

$info=bjourney,
$bio

Blue's Journey (c) 03/1991 Alpha Denshi.

This game is known in Japan as Raguy.


- STAFF:


Author/Planner: Takashi Hatono

Chief Designer: Yohko Igarashi

Scroll Designer: Kenichi Sakanishi, Takashi Egashira, Tomoharu Takahashi

Sprite Designer: Kazushige Hakamata, Hideyuki Yamada

Programmer: Osamu Iijima, Yuji Noguchi

Music Composer: Yuka Watanabe

Sound Effect: Hideki Yamamoto

Hard Wearer: Eiji Fukatsu

Sound Programmer: Makio Chiba

Character Voice: Hideyuki Yamada, Yuka Kurosawa, Yohko Igarashi, Takashi Hatono


$end

#-----------------------------

#Bobble Bobble

$info=boblbobl,
$bio

Bobble Bobble (c) 1986

This game is a Bootleg of Bubble bobble.


- UPDATES:


Unlike the original game, the left player can have only a total of two extends.


$end

#-----------------------------

#Body Slam

$info=bodyslam,
$bio

Body Slam (c) 1986 Sega.

This game is known in Japan as Dump Matsumoto.


$end

#-----------------------------

#Bogey Manor

$info=bogeyman,
$bio

Bogey Manor (c) 1985 Technos.


$end

#-----------------------------

#Bomb Bee

$info=bombbee,
$bio

Bomb Bee (c) 06/1979 Namco.


- STAFF:


Designed by Toru Iwantani.


- TRIVIA:


Joining Namco, Toru wanted to design pinball games.
Gee Bee, Cutie Q, and Bomb Bee were his arcade game hybrids.
Toru would achieve later, greater fame by designing Pac-Man.


- TIPS & TRICKS:


Hitting the bottom paddle will restore any sets of bricks that have been completely cleared out.


Occasionally the ball will get stuck in a very long loop (this usually happens with the pop bumpers).
Just sit back and relax while the points rack up, but eventually the game will figure out the ball is stuck and shoot it out in some other direction.


- SERIES:


1. Gee Bee

2. Bomb Bee

3. Cutie Q


$end

#-----------------------------

#Bomb Jack

$info=bombjack,bombjac2,
$bio

Bomb Jack (c) 10/1984 Tehkan.


- TIPS & TRICKS:


An important piece of information to remember is that you can pick up the bombs in a certain order to get the maximum points.
If you pick up most of the bombs while their fuses are lit, you get the following bonuses:
20 Bombs = 10,000 pts,
21 Bombs = 20,000 pts,
22 Bombs = 30,000 pts,
23 Bombs = 50,000 pts


So of course, you'll want to try to get 23 each time. (This is of course, VERY difficult!)
The P (Power) coin appears after every ninth bomb is collected.
The points value of the P coin ranges from 100 (Blue) to 2000 (Silver).
Since the color changes each time BJ jumps, you can control the bonus level by making small jumps until the coin turns silver.


The B (Bonus) coin appears every 5,000 points, and advances the bonus multiplier by 1.
There is a maximum of 5 B coins per level.


Picking up the S (Special) coin awards one free credit.
It will also take you to the next level automatically.


You can control where the mechanical bird appears by holding the joystick in the opposite direction.
Example:
Hold the joystick to the right as soon as the round starts and the mechanical bird appears on the left of the screen.
If the stick is held diagonally, the bird appears in the opposite corner.


- SERIES:


1. Bomb Jack

2. Bomb Jack Twin


$end

#-----------------------------

#Bomb Jack Twin

$info=bjtwin,
$bio

Bomb Jack Twin (c) 1993 NMK.


- SERIES:


1. Bomb Jack

2. Bomb Jack Twin


$end

#-----------------------------

#Bomber Man

$info=bombrman,
$bio

Bomber Man (c) 1991 Hudson Soft.

Licensed to Irem.


- SERIES:


1. Bomber Man

2. Bomber Man World


$end

#-----------------------------

#Bomber Man World

$info=bbmanw,bbmanwj,
$bio

Bomber Man World (c) 1992 Irem.

This game is known in US as New Atomic Punk - Global Quest.


- SERIES:


1. Bomber Man

2. Bomber Man World


$end

#-----------------------------

#Bone Crusher

$info=bcrusher,
$bio

Bone Crusher (c) 1985

This game is a bootleg of Knuckle Joe.


$end

#-----------------------------

#Bonze Adventure

$info=bonzeadv,bonzeadu,
$bio

Bonze Adventure (c) 1988 Taito.

This game is known in Japan as Jigoku Meguri.


- STAFF:


Game Director: Yasumasa Sasabe

Creater: Crazy-Yoshikawa, Creamy Tetsu

Creature Designed by Junji Yarita.

Game Design Director: Hidehiro Fujiwara

Game Designer: Kenshi Kaito

Character Desingners: Yoshihiko Wakita, Tetsuo Kitagawa, Minori Ishino, Takako Kojima

Hardware Director: Takashi Ohara

Art Director: Hiroyasu Nagai

Sound Directed by H. Ogura.

Assistant: 'Yack', Y. Ohashi, C. Ichikawa


$end

#-----------------------------

#Boot Camp

$info=bootcamp,
$bio

Boot Camp (c) 08/1987 Konami.

This game is also known as Combat School.


$end

#-----------------------------

#Boot Hill

$info=boothill,
$bio

Boot Hill (c) 03/1977 Midway.


- STAFF:


Designed and programmed by Dave Nutting and crew.


- SERIES:


1. Gun Fight

2. Boot Hill


$end

#-----------------------------

#Borench

$info=borench,
$bio

Borench (c) 1990 Sega.


$end

#-----------------------------

#Bosconian

$info=bosco,boscoo,boscoo2,boscomd,boscomdo,
$bio

Bosconian (c) 11/1981 Namco.

Also licensed to Midway for US manufacture and distribution. (02/1982)


- TRIVIA:


Bosconian was famous for being the first game to have a continue feature.
When the game was released, Midway gave out strategy booklets to the game from a display attached to the machine.


- TIPS & TRICKS:


Finish off the first level, and go to the second.
Now, stay away from all the bases, and fly horizontally from left to right.
Just fire continuously at all the formations that come at you.
The other ships will never be able to come after you.
There is no time limit in the game, and it never gets any harder.
You can stay on this level for as long as you want.
It takes a VERY LONG TIME, though, to get a large score.


- SERIES:


1. Bosconian

2. Blast Off


- STAFF:


Designed and programmed by Akira Takundai, and Hurashi Nagumo.


$end

#-----------------------------

#Bottom of the Ninth

$info=bottom9,bottom9n,
$bio

Bottom of the Ninth (c) 02/1989 Konami.

This game is known in Japan as Main Stadium.


$end

#-----------------------------

#Boulder Dash

$info=bouldash,bouldshj,
$bio

Boulder Dash (c) 05/1990 Data East.

Licensed from First Star Software.


- TIPS & TRICKS:


There is an escape mode that allows you to go through the stones and any moving walls.
To activate it, press the A and B buttons at the same time while moving.
There is a cost involved, though - it deducts 20 seconds for each stone or wall passed through.


There is a way to access Boulder Dash Part 2 from the attract mode.
Part 2 has the same levels, but increased difficulty.
To access it, press the following key sequence while the player list is onscreen:
A+Up, B+Down, Left, Right



$end

#-----------------------------

#Bounty, The

$info=bounty,
$bio

The Bounty (c) 1982 Orca.


$end

#-----------------------------

#Bowl-O-Rama

$info=bowlrama,
$bio

Bowl-O-Rama (c) 1991 P&P Marketing.


$end

#-----------------------------

#Boxing Bugs

$info=boxingb,
$bio

Boxing Bugs (c) 1981 Cinematronics.


- STAFF:


Designed and programmed by Jack Ritter.


- TRIVIA:


One of the last vector games Cinematronics made; very few numbers were produced, and Cinematronics' days were numbered.
They would make a brief comeback with Dragon's Lair, but shortly afterwards be swallowed up by Leland Corporation and disappear into oblivion.


$end

#-----------------------------

#Boxy Boy.

$info=boxyboy,
$bio

Boxy Boy. (c) 11/1990 Namco.

Licensor: Thinking Rabbit.

This game is known in Japan as Souko Ban Deluxe.


$end

#-----------------------------

#Brain

$info=brain,
$bio

Brain (c) 1986 Coreland / Sega.


$end

#-----------------------------

#Break Thru

$info=brkthru,
$bio

Break Thru (c) 02/1986 Data East.

This game is known in Japan as Kyohkoh-Toppa.


$end

#-----------------------------

#Breakers

$info=breakers,
$bio

Breakers (c) 11/1996 Visco Games.


- SERIES:


1. Breakers

2. Breakers Revenge


- STAFF:


Executive Producer: Tetsuo Akiyama

Producer: Don Gabacho

Programmer: T. Miyazawa, Hagi. Saito, Sin Suzuki

"Revenge" Program Staffs: Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware)

Character Design: Y. Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo

Object Design: Tomohiro Ohno

Art Design: Water Valley, E-Ayasu Beam!!

"Revenge" Design Staffs: Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware)

Music Composer: Ken'ichi Kamio

Sound Effecter: Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music)

Voice Actor: GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa)


$end

#-----------------------------

#Breakers Revenge

$info=breakrev,
$bio

Breakers Revenge (c) 07/1998 Visco Games.

This Game is a simple update of Breakers.


- TIPS & TRICKS:


*Unlock Bai-Hu*
At Character select screen, move both 1P & 2P joystick (for 1P it's anticlockwise, 2P it's clockwise)


- SERIES:


1. Breakers

2. Breakers Revenge


- STAFF:


Executive Producer: Tetsuo Akiyama

Producer: Don Gabacho

Programmer: T. Miyazawa, Hagi. Saito, Sin Suzuki

"Revenge" Program Staffs: Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware)

Character Design: Y. Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo

Object Design: Tomohiro Ohno

Art Design: Water Valley, E-Ayasu Beam!!

"Revenge" Design Staffs: Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware)

Music Composer: Ken'ichi Kamio

Sound Effecter: Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music)

Voice Actor: GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa)


$end

#-----------------------------

#Breywood

$info=breywood,
$bio

Breywood (c) 1986 Data East.

This game is known in US as Shackled.


$end

#-----------------------------

#Brickyard

$info=brickyrd,
$bio

Brickyard (c) 1976 RamTeK.

This game is also known as Barricade.


- SERIES:


1. Brickyard

2. Barricade II


$end

#-----------------------------

#Brix

$info=brix,
$bio

Brix (c) 1982 Advanced Microcomputer / Cinematronics.

This game is also known as Zzyzzyxx.


$end

#-----------------------------

#Brute Force

$info=brutforc,
$bio

Brute Force (c) 1991 Leland.


- STAFF:


Designed by Bob Skinner & Kevin Lydy

Directed by John Rowe

Executive producers: Medo Moreno & Dan Viescas

Graphics: Kevin Lydy

Software: Bob Skinner and Hwan Kim

Soundware: Sam Powell and Michelle Simon

Music: Sam Powell

Hardware: Alex Mckay and Eric Henderson

Additional software: Phil Sorger, Earl Stratton, and Bruce Moore

Vocals: 'Slater Bros.


$end

#-----------------------------

#Bubble 2000

$info=bubl2000,
$bio

Bubble 2000 (c) 1998 Tuning.


$end

#-----------------------------

#Bubble Bobble

$info=bublbobl,bublbobr,bubbobr1,
$bio

Bubble Bobble (c) 1986 Taito.

Licensed to Romstar for US manufacture and distirbution. (10/1986)

Some bootlegs of this game are known as Bobble Bobble, Miss Bubble 2, and Super Bobble Bobble.


- TRIVIA:


The first game of the Bubble Bobble series.
This game, along with Ms. Pac Man, Bust-A-Move, and Galaga, is one of the steadiest money makers in arcades.


- TIPS & TRICKS:


*Unlimited run and rapid fire*
At the main title screen enter: Left, Jump, Left, Start, Left, Fire, 
Left, Up, Start. If this is done correctly there will be a message in 
the bottom left corner of the title screen a red "POWER UP!".


*Original Bubble Bobble*
At the title screen press: Shoot, Jump, Shoot, Jump, Shoot, Jump, 
Right, Start buttons for player one. It will say at the bottom of 
screen: ORIGINAL GAME. The game will give the PORTALS in some 
screens,if you can get in them you will get LOADS of diamonds.


After getting a high score, enter your initials as S.E.X.
Start the next game as normal.
The second item on the first level will be a pitchfork.
Getting this item without bubbling the bad guys will get you mucho points.


Make it to level 20 without dying, and a door appears it leads to a 'secret tomb', a level full of diamonds.
There are secret tombs at levels 20 and 30, also.
Make it to level 50 without dying, and a strange, beehive shaped door appears; enter it and you warp to level 70.
DON'T kill the drunks on level 50, or the door disappears; bubble them and wait! BTW,
With two players, only one of the players must survive unharmed to get the secret door.


*Special item: the bell*
If taken, a flash and a 'bell' sound will go off at the beginning of any level that will have some sort of destructive magic.


*Paffing a Skel*
Skel is that nasty white monster that comes after you when you've taken too long; with two players, two Skels will appear.
If one player is killed by 'his' Skel, then he can collide with his partner's Skel *WHILE HE IS STILL FLICKERING.*
If the player's icon is still flickering, the other player's Skel will disappear (poof!), with no harm to the once-slain character.


*The Trick*
At the end of a level, sometimes all of the bubbles on the screen will inexplicably turn into food (even if there was no candy cane on that level).
If the tens and hundreds digits of either player's score match when the last monster of a level is popped, then the bubbles will turn into food!
Ex: scores of 10,770 1,350,990 or 576,000 will produce 'the trick.'
Kill everything in a level, and as one player moves to pop the last monster, the other player will 'get the trick' by blowing bubbles against a wall until the score is correct.
Notice that you _do_ get the points for popping the last monster, so if you're by yourself, you have to work your score so that the tens and hundreds digits will match _after_ the points for the last monster are added....


*'Blowing yourself through'*:
It is possible (though quite difficult) to bounce on a bubble at the top of the screen and ride it 'through' the top, so that you emerge at the bottom of the screen.


*The "Super Bubble Bobble" Code*:
There's another secret code you can enter via Joystick/buttons in the BUBBLE BOBBLE screen in the attract mode, and it goes like this:
1P, Jump, Fire, Left, Right, Jump, 1P, Right
This will change the Bubble Bobble logo in "Super Bubble bobble", and the game will change under several points of view: different platform colors, different order for monster appearances...
The most important change is that this is the ONLY way to see the REAL ending of the game (and you'll need also to kill the final baddie in a 2P play, 'cause the game wants to promote the "power of friendship"... see below).
If the *super* trick is performed on the original version of Bubble Bobble, the game lets you choose at the very start between "normal" and "super" game, while the bootlegs don't.
The "Super Bobble Bobble" bootleg is a hacked version which has the SBB code always activated.


*The Bubble Bobble Alphabet*:
Treasure rooms feature a sign with strange symbols on it.
You can translate them by using the first line of symbols, which stands for the letters of the English alphabet in the right order (ABCDE...).
Here are the translated messages:

Level 20 Door: "If you want to become the old figure, use the power of your friendship and fight with me!"

Level 30 Door: "If you want to get back your love of truth,you must help each other untill the last...."

Level 40 Door: "I enclose here these magical medicine,because those are my worst fears!"

These are hints to find the right way of completing the game.
Note that Taito used this weird alphabet also in Rainbow Islands, Bubble Symphony, Puzzle Bobble 2 and maybe in other obscure Japanese-only games.


*Treasure Room in round 1*:
If you experience a Game Over in a Treasure room (you have to wait until a weird monster comes and kills you), the game will say that you've reached Round 102, attract mode will show only treasure rooms and, by starting again, Round 1 will be a Treasure Room!


*Other High Score Codes*:
MTJ, HED, OTO, PAN, NSO, KIM, YSH, KTU, SAK, TOP, RYO, SKE, SAN are other codes which have some effect on the game (note that they're the programmers' nicknames).


*The Secret Of The Potions* :
Potions are those bottles of joy that you collect destroying all the enemies and filling up the screen with rainbows, clovers, etc to collect.
Potions seem to appear randomly - not so.
To set up a potion you need to be on a level with a hole in the floor.
Fall through the floor 16 times.
The next stage you will be almost certain to get a potion.
By deliberately ending the game before the next stage, the next person playing will get a potion on stage 1 - a virtually unheard of event!

The precise rules are more complicated, relying on wrapping several priority based game counters used in the game code to record events like bubbles blown by each player, number of times jumped, etc.
Several other items etc can be made to appear by utilising the game counters.


If one players game ends in a 2P game with a high score it will be registered on the high score list as CNT at the end of the game.


- STAFF:


Game Design & Character: MTJ/Mitsuji

Software Programmer: ICH/Fujisue, NSO/Nishiyori

Sound Creator: KIM/Kimijima

Instructions: YSH/Yoshida

Hardware: KTU/Fujimoto, SAK/Sakamoto


$end

#-----------------------------

#Bubble Bobble 2

$info=bublbob2,
$bio

Bubble Bobble 2 (c) 10/1994 Taito.

This game is also known as Bubble Symphony.


- TIPS & TRICKS:


*Always Access Secret Rooms*

Before inserting your coin, at the intro screen with the curtain, 
press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start.
A tone will sound.
Begin a game.


*Black Background and Classic Music*

Before inserting your coin, at the intro screen with the curtain, 
press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start.
A tone will sound.
Begin a game.
The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music.


*Game Mode Select*

Before inserting your coin, at the intro screen with the curtain, 
press Up, Start, Right, Jump, Bubble, Left, Start, Down.
The curtain will turn blue.
Begin a game.
You can now choose between "normal game" and "super game."


*Unlock Human Characters*

Before inserting your coin, at the intro screen with the curtain, 
press Left, Down, Up, Jump, Right, Start, Bubble, Right.
A tone will sound.
Begin a game.
You can now choose from four human characters.


$end

#-----------------------------

#Bubble Memories - The Story of Bubble Bobble III

$info=bubblem,bubblemj,
$bio

Bubble Memories - The Story of Bubble Bobble III (c) 02/1996 Taito.


- TIPS & TRICKS:


*Power Up mode*

Press Up, Right, Left, Down, Up, Right, Left, Down at the title screen.
Rotate the Joystick clockwise in two circles to give Bub and Bob permanent shoes, blue gum, and yellow gum. 


*Super mode*

Press Left, Start, Fire, Jump, Up, Down, Start, Right at the title screen to unlock another set of levels. 


*Original mode*

Press Start, Left, Fire, Jump, Fire, Jump, Fire, Jump.
Secret rooms will always appear in levels 7 and 37.


$end

#-----------------------------

#Bubble Symphony

$info=bubsympu,bubsymph,bubsympe,
$bio

Bubble Symphony (c) 10/1994 Taito.

This game is also known as Bubble Bobble 2.


- TIPS & TRICKS:


*Always Access Secret Rooms*

Before inserting your coin, at the intro screen with the curtain, 
press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start.
A tone will sound.
Begin a game.


*Black Background and Classic Music*

Before inserting your coin, at the intro screen with the curtain, 
press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start.
A tone will sound.
Begin a game.
The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music.


*Game Mode Select*

Before inserting your coin, at the intro screen with the curtain, 
press Up, Start, Right, Jump, Bubble, Left, Start, Down.
The curtain will turn blue.
Begin a game.
You can now choose between "normal game" and "super game."


*Unlock Human Characters*

Before inserting your coin, at the intro screen with the curtain, 
press Left, Down, Up, Jump, Right, Start, Bubble, Right.
A tone will sound.
Begin a game.
You can now choose from four human characters.


$end

#-----------------------------

#Bubbles

$info=bubbles,bubblesr,bubblesp,
$bio

Bubbles (c) 1982 Williams.


- TRIVIA:


"What I was trying to do with Bubbles was come up with a non-violent, clean game," (no pun intended) says John Kotlarik.
One of three games that came in the famous and highly collectable DuraMold cabinet, others being Blaster and Sinistar)


- TIPS & TRICKS:


Your job is to run over the ants, crumbs, and greasies while avoiding razor blades, roaches, brushes, and sponges.
As you roll over any of the aforementioned group, the bubble will grow and eventually sprout a pair of eyes and a mouth.
Once you crack a smile you are permitted to bump both brushes and sponges.


Razor blades must always be avoided.
The roaches can only be killed with a broom.
You must get the cleaning lady in order to get a broom.
Shortly after the beginning of each round she will pop up out of the drain.
To arm yourself with the broom you must touch the bubble to the bristles.
But you must not come into contact with any part of the cleaning lady or your character will swallow the broom.
So be careful.


With broom in hand, you can safely confront and kill any roach that tries to sneak its repulsive self out of the drain.
Be careful here.
If the broom does not make direct contact with the roach, you will burst.
Your best bet is to stay still once you have the broom.
Move close to the drain, broom facing front and wait for the roach to come to you.


Being too meticulous will cost you points and a life.
Throughout most of the game you must avoid the drain.
But when it flashes green, that is your signal to jump in.
If you reach the opening unscathed, the round will end and you will receive bonus points on the basis of how portly the bubble has become.
If you mop up every last crumb, ant, and greasie, though, you will forfeit the bonus score and also lose a life when the faucet comes on.
As soon as you get the green light, start making your way to the drain.
Even if you overlooked an ant or two, you will notice that they will start crawling back to the drain on their own accord.
If they crawl inside before you do the round is over and like the ants, your bonus score and a life will go down the drain.


Keep in mind that as you absorb dirt and bugs, your bubble will grow, making you a larger target for the razor blades, roaches, brushes and sponges.
As your mass increases keep to the outer edges of the sink.
Your enemies tend to congregate near the drain.


- STAFF:


Program / Design: John Kotlarik, Tim Murphy

Art / Design: Python Anghelo

Support Software: Dave Rzepka

Sounds: John Kotlarik, Tim Murphy

Hardware: Chuck Bleich, Greg Wepner

Mechanical: Leo Ludzia, Gary Berge

Video Manager: Ken Lantz


$end

#-----------------------------

#Buck Roger - Planet of Zoom

$info=buckrog,buckrogn,
$bio

Buck Roger - Planet of Zoom (c) 12/1982 Sega.

This game is also known as Zoom 909.


$end

#-----------------------------

#Bucky O'Hare

$info=bucky,buckyua
$bio

Bucky O'Hare (c) 1992 Konami.


- STAFF:


Main Programmer: Wada 92618

Software Designer: Momohei Koyama, MZ80K Ando

Main Character Designer: Escape Iuchi5

Character Designer: Drunker Yokoki

Enemy Character Designer: Gammer Kikuchi

Sound Program and Effects by: H.Shikama, K.Kazaoka, Kazuhito

Music by: Star Hanzawa

Screen Play by: K.Kinugasa

Hardware Designer: D.Konishi

Package Designer: S.Kumasaka

Supervisor: K.Wada

Management by: S.Kido


$end

#-----------------------------

#Buggy Challenge

$info=buggychl,buggycht,
$bio

Buggy Challenge (c) 1984 Taito.

This game was also licensed to Tecfri for distribution.


$end

#-----------------------------

#Bull Fighter

$info=bullfgtr,
$bio

Bull Fighter (c) 1984 Sega / Alpha Denshi.


$end

#-----------------------------

#Bullfight

$info=bullfgt,
$bio

Bullfight (c) 12/1984 Sega / Coreland.

This game is known in Japan as The Togyu.


$end

#-----------------------------

#Bump 'n' Jump

$info=bnj,
$bio

Bump 'n' Jump (c) 1982 Data East.

Licensed to Bally Midway. (12/1982)

This game is also known as Burnin' Rubber.


- TIPS & TRICKS:


If you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus!
Try bumping cars only when they are behind you as you will not lose any speed (you will usually speed up, in fact) and you will not lose as much control either.
When jumping gaps in the road, if you can manage to land on one of the small islands, you will get a 1000 point bonus.


If the road is wide enough and you are driving fast enough, you can actually jump off one side of the screen and reappear on the other side and land without crashing.


$end

#-----------------------------

#Burger Time

$info=btime,btimem,btime2,
$bio

Burger Time (c) 1982 Data East.

Also licensed to Bally Midway. (10/1982)

A bootleg of this game is known as Cook Race.


- TIPS & TRICKS:


J.D. Lowe, the current world record holder adds some suggestions:
Something that very few players use is something I call "Mad Dash".
If you watch as the chef is drawn on the screen, he walks up/down ladders at approx.
8 steps a second.
So, in theory, if you can press the up and down arrows faster than 8 times a second, you can go faster.
This is very helpful on later levels like Level 20.
This does not work on going left and right, because the steps are smaller, and the computer has to draw the chef facing you again if you let go of the controller.
It's a bit complicated, but like I said earlier, it can be very helpful.


The levels repeat after every 6 screens.


Enemies can't turn around immediately, so you can follow them around temporarily.


The indicator that shows how many chefs you have remaining is broken, so keep a careful count for yourself.
This is probably due to a bug in the original Burger Time ROMs.


The best tactic is generally to stand halfway across a piece of food, wait for enemies to appear on the food's edge, and then drop the food and enemies at once.
Always lure the enemies onto the highest portion of the screen, and then drop them.
This has several advantages:
it clears more burger pieces, plus it means that units on lower levels may wander into the cascading pieces, killing them also.


Leave LOTS of room around yourself when going up ladders.
The sprites in Burger Time are somewhat bigger than the visible characters.


When enemies first appear, you have 1/4 sec to go through them, if you need to.


*IMPORTANT*
If you die while the last piece of food is falling into place, the game will NOT deduct a man from your game!


Here are some simple strategies for starting the levels:

Level 1: Go directly to the top.

Level 2: Go directly to the top.

Level 3: Go directly to the left, use pepper on the egg, and kill the pickle.
Then go down and to the right.

Level 4: Zigzag up to the top.

Level 5: Go straight up to the first ledge, take the ladder up, and then go to the middle portion of the board.

Level 6: Go to the upper left, work your way to the right side, and then go down.


Here are some bonus point values:

Ice cream cone (on levels 1 and 4): 500 pts.

Cup of coffee (on levels 2 and 5): 1000 pts.

French Fries (on levels 3 and 6): 1500 pts.


- SERIES:


1. Burger Time

2. Peter Pepper's Ice Cream Factory

3. Super Burger Time


$end

#-----------------------------

#Burglar X

$info=burglarx,
$bio

Burglar X (c) 1997 Unico Electronics.


- STAFF:


Game Plan: Koo Eun Joong, Kim Yang Su

Graphic Design: Kim Yang Su, Na Jong Yong

BGM Compose: G.D.Hwang, Park Hyo Jin

Sound Effect: Kim Yang Su

Program: Koo Eun Joong, Lee Chang Gyu

H/W Design: Jun Jung Ok

Assistant: Choi Gyu Keun, Lee Gi Seon, Moon Sung Ok

Direct: Koo Eun Joong


$end

#-----------------------------

#Burnin' Rubber

$info=brubber,
$bio

Burnin' Rubber (c) 1982 Data East.

This game is also known as Bump 'n' Jump.

A bootleg of this game is known as Car Action.


- TIPS & TRICKS:


If you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus!
Try bumping cars only when they are behind you as you will not lose any speed (you will usually speed up, in fact) and you will not lose as much control either.
When jumping gaps in the road, if you can manage to land on one of the small islands, you will get a 1000 point bonus.


If the road is wide enough and you are driving fast enough, you can actually jump off one side of the screen and reappear on the other side and land without crashing.


$end

#-----------------------------

#Burning Fight

$info=burningf,burningh,
$bio

Burning Fight (c) 04/1991 SNK.


- STAFF:


Front Character Design: Franky Sezabon, Abepapa, Gagamaru, Dom, Yamapee

Back Character Design: Manoru, Masabon, Meguchirin

Music Compose/Sound Effect: Yamapy 1

Program: ....& Eye Love, MA2

Planning: Woo Woo, Moo

Producer: Eikichi Kawasaki


$end

#-----------------------------

#Burning Force

$info=burnforc,
$bio

Burning Force (c) 11/1989 Namco.


$end

#-----------------------------

#Bust-A-Move Again

$info=pbobbl2u,
$bio

Bust-A-Move Again (c) 07/1995 Taito.

This game is known outside US as Puzzle Bobble 2.


- SERIES:


1. Puzzle Bobble

2. Bust-A-Move Again

3. Puzzle Bobble 2X

4. Puzzle Bobble 3

5. Puzzle Bobble 4

6. Super Puzzle Bobble


- STAFF:


Game design: Seiichi Nakakuki

Character design: K. Kinoshita, Bawbaw, Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Kamiya Miwa, Rieko Kobayashi, Miyabi, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp.

Program: Hiroshi Maruyama, Junichiro Noguchi

Sound: Nakayama Joutohei (Zuntata), Karu (Zuntata), Yasuko (Zuntata), Syu (Zuntata)

Design: Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori


$end

#-----------------------------

#Buster Bros.

$info=bbros,
$bio

Buster Bros. (c) 12/1989 Capcom.

This game is also known as Pang, and in Japan as Pomping World.


- SERIES:


1. Buster Bros.

2. Super Buster Bros.

3. Buster Buddies


- STAFF:


Planning: NDA

Program: Hospitel Masa, Mamichan Otona

Music Compose: Tamayo

Character Design: Hiramattyo, Oyuu

Direction: Kihaji.O.


$end

#-----------------------------

#Butasan

$info=butasan,
$bio

Butasan (c) 1987 Jaleco.


$end

#-----------------------------

#Cabal

$info=cabal,cabal2,cabalbl,
$bio

Cabal (c) 1988 TAD Corp.

Lisenced to Fabtek for US manufacture and distribution. (09/1988)


- UPDATES:


In the bootleg version, you may roll up with the third button.


- TIPS & TRICKS:


*General tips*

Airplanes are worth 10000, choppers 7000, tanks and trucks are 5000, 3000, and 2000 (I believe--someone may want to verify these last three).
Killing people and motorcycles (and rocks) won't get you many points -- don't bother unless they get in your way.

A well-placed grenade will destroy two choppers.

If you are in a corner and a chopper is firing at you, run farther into the corner.
Even if you're already IN the corner, if it sees you trying to move toward the corner, you won't die.

If you find yourself trapped by incoming bullets, spin the trackball down and to one side (but mostly down).
This will cause your character to "duck and roll".
If you are rolling, you can't be hit.

Kill the snipers (the guys in gray bullet-proof suits).
Half the time you'll get a grenade for killing him.
If you don't, two medics will come running out to reclaim the body.
Shoot these medics as much as possible!
They will drop four grenades.
Pick up these grenades as quickly as possible and shoot the medics again for another four grenades.

On the level one screen with the sliding doors: shoot out the doors immediately upon starting the level.
This will stop the guys from lobbing grenades at you.

Airplanes are hard to kill.
The best method is by using machine gun or bazooka gun on it.
In the absence of a super-gun, you can lead a grenade ABOVE where it is on the screen.
If you don't get it, and the three bombs are being dropped right on you, it IS possible to stand BETWEEN where two bombs are coming down.
You WON'T die!

When there's nothing good to shoot on the screen, fire at a bush.
This is the way to get extra gunnery!
Sometimes you'll only get more grenades, but you'll eventually get a super-gun!


*Tips for specific enemies*

The giant chopper that shows up at the end of screen 4 on level one doesn't give you any points until you destroy it.
Shooting the orange bullets won't knock off any points toward killing the chopper.
Only shoot the orange bullets if they're in your way.
Otherwise, spend all your time shooting the chopper.
Don't waste any grenades on the chopper--it doesn't do as much damage as your gun (and you have unlimited bullets).

The giant submarine that shows up at the end of screen 4 on level two can be sunk three times as fast if you shoot at the conning tower (the top-most part of the sub).
It has also been determined that you can get by the submarine WITHOUT killing it... just avoid it until it submerges three times and it will destroy itself.
Note that you don't get the points for killing it if it self-destructs.

The semi-truck that shows up at the end of screen 4 on level three will self-destruct if you destroy the CAB (the blue section in the front of it).
On this screen you actually get the point for it as well.
It is easiest to kill it with the machine gun and/or bazooka gun, but in the absence of either of these, throw grenades at the cab (leading the throw by about four inches).
It is MUCH easier to destroy the cab rather than destroying all the attack sections that it drops off.

The three CPUs that show up at the end of screen 4 on level four can actually be destroyed with only 2 grenades (I had to do this once when my grenade supply got low), but the best strategy is to lob five grenades at one of the outside CPUs (note that you can only have four grenades per player in the air at any given time, so space them out a bit), then go for the CENTER one (with another five grenades).
The final CPU can simply be shot with the standard rifle, and if you're standing on the opposite side of the screen from it, it won't be able to hit you.
Don't waste any more grenades.

Once you learn how to defeat the final menace (at the end of screen 4 on level five -- the final level) you can get by it (rather) painlessly.
Go all the way to one side.
Use your gun to shoot out the two surrounding machines that are shooting at you.
As soon as they are both gone, lob three grenades at the center machine.
By this time, the two outer machines that you shot out have regenerated and are firing at you.
Shoot them out again, followed by another volley of three grenades to the center machine.
Repeat until the center machine is gone.
This requires 20 to 40 grenades, so stock up on the last level (5-4).
That is what that final level was for.


- SERIES:


1. Cabal

2. Blood Bros.


$end

#-----------------------------

#Cachat

$info=cachat,
$bio

Cachat (c) 1993 Taito.

This game is known outside Japan as Tube-It.


$end

#-----------------------------

#Cadash

$info=cadash,cadashu,cadashj,cadashi,cadashf,
$bio

Cadash (c) 1989 Taito.


- UPDATES:


The french version of cadash is an mine of translation mistake.


- TIPS & TRICKS:


Your character jumps backwards when hit by an enemy.
When you're trying to quickly cross some areas where you're likely to take damage, this can be a bad thing; it can cause you to stay in the dangerous area much longer.
So, to reduce the damage, turn back just before you get hit.
This will cause the impact to push you -forward-, getting you out of danger more quickly.


- STAFF:


Programmed by Toru Sugawara, Tarabar "TAK" Hori, Masaki "YMOT" Yagi, Seiichi Taikoishi, Yuichi Kohyama

Graphic & Game Designed by Onijust.

Music and Sound created by Team Zuntata.


$end

#-----------------------------

#Cadillacs and Dinosaurs

$info=dino,
$bio

Cadillacs and Dinosaurs (c) 04/1993 Capcom.

This game is known in Japan as Cadillacs Kyouryuu-Shinseki.


- TRIVIA:


Characters based on a comic by Mark Shultz.


- STAFF:


Object gfx: Kurisan, Jun, Matano, Ss, Shisui, Kinmon, The Who

Scroll gfx: Nissui, Konomi, Ohnicchan, Bentobucho

Program: Yuki Saiko, Cky Gi-u, T.Uragoro, Some-P

Music: Piro2 Oyaji, Syun, Kiyo

Sound: Toshi Bull, Nobu


$end

#-----------------------------

#Cadillacs Kyouryuu-Shinseki

$info=dinoj,
$bio

Cadillacs Kyouryuu-Shinseki (c) 1993 Capcom.

This game is known outside Japan as Cadillacs and Dinosaurs.


- TRIVIA:


Characters based on a comic by Mark Shultz.


- STAFF:


Object gfx: Kurisan, Jun, Matano, Ss, Shisui, Kinmon, The Who

Scroll gfx: Nissui, Konomi, Ohnicchan, Bentobucho

Program: Yuki Saiko, Cky Gi-u, T.Uragoro, Some-P

Music: Piro2 Oyaji, Syun, Kiyo

Sound: Toshi Bull, Nobu


$end

#-----------------------------

#Caliber 50

$info=calibr50,
$bio

Caliber 50 (c) 09/1989 Seta.

Licensed to Taito.


- STAFF:


Produced by: Jun Fujimoto

Directed by: Noboru Miyamari

Screen Play by: Noboru Miyamari

Based on the Novels by: Viet Nam 1972

Art Direction: Mitsuhiro Takeda

Music Direction: Tak Suzuki (Goblin Sound)

Original Music Composed: Goblin Sound, Hiroshi Taguchi, Tak Suzuki, Zero Yotsumoto

Sound Effects Editor: Noboru Miyanari

Sound Mixer: Tak Suzuki (Goblin Sound)

Sound Editor: Tak Suzuki (Goblin Sound)

Sound Programmer: Noboru Miyanari

Titles: Mitsuhiro Takeda

Hardware Designer: Nobuyuki Nonaka

Custom Chip Designed by: Digital Magic Lab.

Programer: Noboru Miyanari

Character Designed by: Mitsuhiro Takeda, Asako Kumura, Miyuki Kasajima

Background Designer: Tomokazu Sunaga

Special Effects: KII System

Controller Designer: Yoshikazu Ikegai

Assembled by: Akihiro Aranaga, Toshio Sasho and many others

Marketing: Tohru Ishikawa, Yasuhiro Ota

Parts Department: Mikio Harada, Masayuki Iwata

Graphic Tools designed by: Hiroyuki Watanabe

Development System designed by: Keiji Ishikawa


$end

#-----------------------------

#Calipso

$info=calipso,
$bio

Calipso (c) 1982 Tago Electronics.


$end

#-----------------------------

#Cameltry

$info=cameltry,cameltrj,camltrua,
$bio

Cameltry (c) 04/1990 Taito.


$end

#-----------------------------

#Cannon Ball

$info=cannball,
$bio

Cannon Ball (c) 1995 Yun Sung / Soft Vision.


$end

#-----------------------------

#Canyon Bomber

$info=canyon,canbprot,
$bio

Canyon Bomber (c) 11/1977 Atari.


- STAFF:


Designed and programmed by Howard "Howie" Delman.


- TRIVIA:


Canyon Bomber is Howie Delman's second Atari project (Super Bug was his first).

The author describes his game as "upside-down Breakout" and says it was a far superior two-player competitive game than when played one person versus the computer.
He modified the Sprint 2's circuitry, then programmed it.


$end

#-----------------------------

#Capcom Baseball

$info=cbasebal,
$bio

Capcom Baseball (c) 10/1989 Capcom.


$end

#-----------------------------

#Capcom Bowling

$info=capbowl,capbowl2,
$bio

Capcom Bowling (c) 08/1988 Incredible Technologies.


- TIPS & TRICKS:


To get a strike most of the time, position the ball between the 3rd and 4th dot behind the foul line.
Also, move the ball closer to the foul line, but do NOT cross it.
The closer you move the ball to the foul line, the more you may need to nudge your ball a little to the left.
This is because when the ball travels slow enough on the lane, it will hook to the right.


If the ball is over the line when you position your ball, and you have not thrown it, you can move it back behind the line with no foul (which is necessary if over half of the ball is across the line... a foul will be called if you try throwing it from that position).


$end

#-----------------------------

#Capcom Sports Club

$info=cscluba,csclubj,
$bio

Capcom Sports Club (c) 07/1997 Capcom.


- TIPS & TRICKS:


*Select New Teams/Player*
After 1997 credits have been entered into the machine, the title page changes by adding girl with a dog on the left side of the srceen.
This also unlocks 3 new teams (one for each game) as follows...

Dunk Stars: Golden USA

Smash Stars: Melody Love

Kick Stars: All Stars


- STAFF:


Planning: Yoshifumi Fukuda

Program: Yoshinobu Inada, Masahito Ohya, Kazuhiko Komori

CG-Works: Eiji Kuratani, Naoki Fujisawa, Naoki Fukushima, Shinya Kitamura

Object: Shinji Sakashita, Kazuo Yorikane, Koichi Kikutani, Masao Ueda, Motohiro Shigeyama, Tsunenori, Shirahama, Tomohiko Ohsumi, Tadashi Noyama

Scroll: Kazumi Teramoto, Megumi Maeno, Hirokazu Yoneduka, Chie Nakayama, Yoichi Tanoue, Atsushi Kanno

Sound: Hideki Okugawa, Ryoji Yamamoto

Design: Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu

Voice Actor: Tomoyuki Morikawa, Jin Yamanoi, Miyuki Yamamoto ((c)Artsvision)

Producer: Yoshimi Ohnishi

General Producer: Noritaka Funamizu

Supervisor: Yoshiki Okamoto


$end

#-----------------------------

#Capcom World

$info=cworld,
$bio

Capcom World (c) 11/1989 Capcom.


- SERIES:


1. Capcom World

2. Capcom World 2


$end

#-----------------------------

#Capcom World 2

$info=cworld2j,
$bio

Capcom World 2 (c) 09/1992 Capcom.


- SERIES:


1. Capcom World

2. Capcom World 2


$end


#-----------------------------

#Captain America and the Avengers

$info=captaven,captavne,captavnu,captavnj,
$bio

Captain America and the Avengers (c) 10/1991 Data East.


- TIPS & TRICKS:


Some strategies

*Whirlwind*
hit him with a barrel right off.
Knock him down like twice (i forget how many times) before he starts to spin.
Make your way to the lower right hand corner and move up to dodge tossed objects.
Use the jumping shooting attack.

*Flying stages* (not underwater)
Stay in the approximate middle of the screen and use both hands to hit either button to shoot more rapidly.
Shoot the sentinel in the band around his neck using this method of shooting and staying in the same place.

*Grim reaper*
Hit him with a barrel first; wait for each of his charges, jump over it, and hit him with the jump-shoot.
When he flies, move right in front of him, wait for the bomb, jump it and jump-shoot.

*Wizard*
Try to get him on the opposite side of the screen, firing yellow bursts of energy.
Fire straight back at him and keep it up.
Try to be a bit lower than him.

*Mandarin*
Use the jump-shoot, for the most part.
At the beginning, stand right in front of him, wait for him to shoot fire, jump it and jump-shoot. (also works for ultron.)

*Juggernaut*
use firing weapon right before he gets up, works every time.

*Ultron*
see aforementioned strategy on mandarin; jump-shoot.
you cannot be hit by his lasers-that-are-shot-up-into-the-air if you are in the air.

*Twin robots* ("you're trapped!")
Hit one of them with a thrown weapon at the start; charge and begin to pummel.
The other one will walk right into the pummeling.
Try to stay away from the horizontal cracks.
When they fall, move forward and repeat.

*Crossbones*
Jump-shoot with a lot of irregular movement while in the air.
He can hurt you in the air (most other bosses cannot, so you can do long jumps in the air and fire right at the end of a jump; here you cannot).

*Red skull*
(before) Pummel him from afar with the shooting weapon, like you did the wizard.
(after) Use a specific retaliation for each of his attacks.
Machine guns: stay away and shoot, or go in close and punch.
Green laser: avoid it when it shoots, then go around it and punch, or go in front of it and shoot..
Arms fired: jump them.
Hurricanes/bombs: a lot of jumping.


- STAFF:


Exective producer: K.Jimbo

Project leader: Horitan

Marketing: Makoto Nagao, Hitoshi Kitazume

Hardware designer: Mad Scientist, Dr.Yaj Mahal

Hardware assistant: Toshio Kawamoto

Sound: Tom Sato, Mr.K

Graphic master: Masanori Tokoro

Graphics co.operater: Sonomi Kiyota, Oguri, Atsushi Takahashi, Hiroshi Koga, Touma Arakawa

Translator: Yoshiya Nishi, Steve Miller, Etuko Kobata

Back up: Jeff Brown, Naomi Susa

Graphic producer: Tomoji Kodama

Graphic A.P.: Yaeko Kodama

Key Animator: Takashi Sokabe

In between: Akihiko Mamashita

Back ground: Fumie Nuibe

Color director: Noriyuki Yoshino

Graphic designer: Hanaita, Ayumi Hanimaru, Yasuyuki Sato, Surupi

Game designer: Hidenobu Ito

Software designer: Tac.H, hiroshi Ohnuki, Tesa Amusement Service, MI Computer, KM


$end

#-----------------------------

#Captain Commando

$info=captcomm,captcomu,captcomj,
$bio

Captain Commando (c) 11/1991 Capcom.


- STAFF:


Character design: Kurisan, Ouji, Eripyon, Mattian, Q, Mayo, Ykaru M.

Scroll gfx: Koi, Powerful, Konomi, Sui, Buppo, Go

Program: Egawa, Yokoyama, Ueno, Yoshizumi

Sound: T.Yomage

Sound-sub: Syun


$end

#-----------------------------

#Captain Silver

$info=csilver,
$bio

Captain Silver (c) 07/1987 Data East.


$end

#-----------------------------

#Captain Tomaday

$info=ctomaday,
$bio

Captain Tomaday (c) 05/1999 Visco.


- STAFF:


Producer: Don Gabacyo

Director: Ume. W

Graphics: Max Noda, Mi, Mo, Mocchi, Mike. Pi!, Sadaijin, Shimarisu, Takano

Program: Bilbo, Chi-chan, Marin, Momonga, Alice You


$end

#-----------------------------

#Car Action

$info=caractn,
$bio

Car Action (c) 1983

This game is a bootleg of Burnin' Rubber.


$end

#-----------------------------

#Car Jamboree

$info=carjmbre,
$bio

Car Jamboree (c) 1983 Omori Electric.


$end

#-----------------------------

#Car Polo

$info=carpolo,
$bio

Car Polo (c) 03/1977 Exidy.


- STAFF:


Designed and programmed by Howell Ivey.


$end

#-----------------------------

#Carnival

$info=carnival,carnvckt,
$bio

Carnival (c) 06/1980 Sega.


$end

#-----------------------------

#Carrier Airwing

$info=cawing,
$bio

Carrier Airwing (c) 01/1991 Capcom.

This game is known in Japan as U.S. Navy.


- TIPS & TRICKS:


*Bonus points*
Destroy all enemies in a level to get a various number of bonus points.


$end

#-----------------------------

#Cassette System (bios)

$info=decocass,
$bio

Deco Cassette System (c) 1981 Data East.


- GAME LIST:


1981:

Astro Fantasia

Lock'n'Chase

Lucky Poker

Pro Golf

Super Astro Fighter

Terranean

Treasure Island


1982:

Bump 'n' Jump

Burnin' Rubbler

Disco No.1

Explorer

Mission X

Pro Tennis

Sweet Heart

Tornado


1983:

Burger Time

Cluster Buster

Night Star

Pro Bowling

Pro Soccer

Rootin' Tootin'


1984:

Fighting Ice Hockey

Peter Pepper's Ice Cream Factory

Scrum Try


1985:

Boulder Dash


$end

#-----------------------------

#Cassette: Astro Fantasia

$info=castfant,
$bio

Astro Fantasia (c) 03/1981 Data East.


$end

#-----------------------------

#Cassette: Boulder Dash

$info=cbdash,
$bio

Boulder Dash (c) 08/1985 Data East.


- STAFF:


Designed and Programmed by Peter Liepa, and Chris Gray.


$end

#-----------------------------

#Cassette: Bump 'n' Jump

$info=cbnj,
$bio

Bump 'n' Jump (c) 04/1983 Data East.

This game is also known as Burnin' Rubber.


- TIPS & TRICKS:


If you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus!
Try bumping cars only when they are behind you as you will not lose any speed (you will usually speed up, in fact) and you will not lose as much control either.
When jumping gaps in the road, if you can manage to land on one of the small islands, you will get a 1000 point bonus.


If the road is wide enough and you are driving fast enough, you can actually jump off one side of the screen and reappear on the other side and land without crashing.


$end

#-----------------------------

#Cassette: Burger Time

$info=cbtime,
$bio

Burger Time (c) 06/1983 Data East.


$end

#-----------------------------

#Cassette: Burnin' Rubber

$info=cburnrub,cburnrb2,
$bio

Burnin' Rubber (c) 11/1982 Data East.

This game is also known as Bump 'n' Jump.


- TIPS & TRICKS:


If you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus!
Try bumping cars only when they are behind you as you will not lose any speed (you will usually speed up, in fact) and you will not lose as much control either.
When jumping gaps in the road, if you can manage to land on one of the small islands, you will get a 1000 point bonus.


If the road is wide enough and you are driving fast enough, you can actually jump off one side of the screen and reappear on the other side and land without crashing.


$end

#-----------------------------

#Cassette: Cluster Buster

$info=cgraplop,cgraplp2,
$bio

Cluster Buster (c) 11/1983 Data East.


$end

#-----------------------------

#Cassette: Disco No 1

$info=cdiscon1,
$bio

Disco No 1 (c) 03/1982 Data East.

This game is also known as Sweet Heart.


$end

#-----------------------------

#Cassette: Explorer

$info=cexplore,
$bio

Explorer (c) 11/1982 Data East.


$end

#-----------------------------

#Cassette: Fighting Ice Hockey

$info=cfghtice,
$bio

Fighting Ice Hockey (c) 04/1984 Data East.


$end

#-----------------------------

#Cassette: Lock'n'Chase

$info=clocknch,
$bio

Lock'n'Chase (c) 04/1981 Data East.


$end

#-----------------------------

#Cassette: Lucky Poker

$info=cluckypo,
$bio

Lucky Poker (c) 02/1981 Data East.


$end

#-----------------------------

#Cassette: Mission-X

$info=cmissnx,
$bio

Mission-X (c) 03/1982 Data East.


$end

#-----------------------------

#Cassette: Night Star

$info=cnightst,cnights2,
$bio

Night Star (c) 04/1983 Data East.


$end

#-----------------------------

#Cassette: Peter Pepper's Ice Cream Factory

$info=cppicf,cppicf2,
$bio

Peter Pepper's Ice Cream Factory (c) 02/1984 Data East.


- SERIES:


1. Burger Time

2. Peter Pepper's Ice Cream Factory

3. Super Burger Time


$end

#-----------------------------

#Cassette: Pro Bowling

$info=cprobowl,
$bio

Pro Bowling (c) 03/1983 Data East.


$end

#-----------------------------

#Cassette: Pro Golf

$info=cprogolf,
$bio

Pro Golf (c) 09/1981 Data East.


$end

#-----------------------------

#Cassette: Pro Soccer

$info=cprosocc,
$bio

Pro Soccer (c) 11/1983 Data East.


$end

#-----------------------------

#Cassette: Pro Tennis

$info=cptennis,
$bio

Pro Tennis (c) 05/1982 Data East.


$end

#-----------------------------

#Cassette: Rootin' Tootin'

$info=clapapa,clapapa2,
$bio

Rootin' Tootin' (c) 11/1982 Data East.


$end

#-----------------------------

#Cassette: Scrum Try

$info=cscrtry,cscrtry2,
$bio

Scrum Try (c) 03/1984 Data East.


$end

#-----------------------------

#Cassette: Super Astro Fighter

$info=csuperas,
$bio

Super Astro Fighter (c) 05/1981 Data East.


$end

#-----------------------------

#Cassette: Sweet Heart

$info=csweetht,
$bio

Sweet Heart (c) 03/1982 Data East.

This game is also known as Disco No 1.


$end

#-----------------------------

#Cassette: Terranean

$info=cterrani,
$bio

Terranean (c) 02/1981 Data East.


$end

#-----------------------------

#Cassette: Test Tape

$info=ctsttape,
$bio

Test Tape (c) 1981 Data East.


$end

#-----------------------------

#Cassette: Tornado

$info=ctornado,
$bio

Tornado (c) 1982 Data East.


$end

#-----------------------------

#Cassette: Treasure Island

$info=ctisland,ctislnd2,ctislnd3,
$bio

Treasure Island (c) 01/1982 Data East.


$end

#-----------------------------

#Catch-22

$info=catch22,
$bio

Catch-22 (c) 1985 Exidy.

This game is also known as Combat.


- STAFF:


Software: Larry Hutcherson, Vic Tolomei, Ken Micholson

Hardware: Howell Ivy, Mark Von Striver

Graphics: Lynn Pointer, Ken Nicholson

Audio: Ken Nicholson

Art: Rey Maninang

Support: Pam Banegas


$end

#-----------------------------

#Cavelon

$info=cavelon,
$bio

Cavelon (c) 1983 Jetsoft.


$end

#-----------------------------

#Caveman Ninja

$info=cninja,cninjau,cninja0,
$bio

Caveman Ninja (c) 02/1991 Data East.

This game is known in Japan as Joe & Mac.

A bootleg of this game is known as Stone Age.


- SERIES:


1. Caveman Ninja

2. Joe & Mac Returns


- STAFF:


Planner: Makoto Kikuchi

Soft: Chiinke Mitsutoshi.Sato, Mya, Osapan

Graphic designer: Kawamura Makoto, Enomoto, M. Satoh, Etsuko T., Kaneko Atsushi, Shamo

Sound: Maro, Atomic Hanada, T. Miura, Y. Takahama

Hard: Nervous K.K., Hiroshi.Ohnuki


$end

#-----------------------------

#Centipede

$info=centiped,centipdb,centipb2,centipd2,
$bio

Centipede (c) 06/1981 Atari.

A bootleg of this game is known as Magic Worm.


- STAFF:


Designed and programmed by Dona Bailey and Ed Logg.


- TRIVIA:


Atari's second bestselling coin-op game (50,000 units).

The first coin-op game designed by a woman.
A grasshopper was in the original design, but was later removed from the game.
Like Pacman, this game has special appeal to women.

Dona Bailey didn't have as much to do with Centipede as first thought:
"Actually, Ed Logg had a lot more to do with Centipede than Dona Bailey.
In an anonymous Atari designers words:
"Dona Bailey couldn't program her way out of a paper bag..."
Remember the famous 8-6-4 GM cadillac engine from 1980-81 that used to catch fire??
Guess who designed this, and used to work at GM before they got 'fired', and ended up working at Atari?
I feel it was smart marketing by Ray Kassar and Frank Ballouz to advertise the game as being designed by a woman, but I'd only give her a very slight amount of partial credit for the concept only and no code in Centipede...

Centipede was the 1st UL (Underwriter's Laboratories) approved game.


- TIPS & TRICKS:


On levels that have complete centipedes (all in one piece), the fleas never come out.
You can clear all the mushrooms on these levels.
Of course it's the easiest on the first level!
You can start building a shield of mushrooms on the lower levels, and that way you don't have to work about fleas dropping, or poisoned mushrooms either.

If you're really patient, build a shield around yourself and just shoot spiders for the whole game.


When you reach your last official extra man before 1,000,000, every time you score and have less than 6 men, you'll get an extra guy.
This is a real pain, because this advances by 12,000 the amount of points you will have to get AFTER 1M to get your first guy after that point :(


Important turning points (based on score):

60K - fleas speed up

860K - spider goes back to 12-row wipeout.
This is a pain...


Note that a very important factor in the game is the rate of feed of the new centipede segments when one reaches the bottom.
You can manipulate this feed value, to get past the really impossible feed!
First, the feed rate doesn't advance until the first time a centipede segment actually feeds in.
Then it advances on a straight point basis.
It seems to turn over every 300K or so.
But the rate of feed increases much faster when you're scoring while centipede segments are actually feeding in.


*INTERESTING NOTE*
In test mode you can cycle through the different graphical objects used in the game (the player, a mushroom, a spider, a scorpion, a flea, and a grasshopper).
Grasshopper?! Yep, the game was to originally have had grasshoppers but they were taken out.
You can still see them in the test however.


$end

#-----------------------------

#Cerberus

$info=cerberus,
$bio

Cerberus (c) 1985 Cinematronics.


$end

#-----------------------------

#Challenger

$info=challeng,
$bio

Challenger (c) 12/1981 Centuri.


$end

#-----------------------------

#Chameleon

$info=chameleo,
$bio

Chameleon (c) 1983 Jaleco.


$end

#-----------------------------

#Champion Baseball

$info=champbas,champbbj,
$bio

Champion Baseball (c) 07/1983 Sega.


$end

#-----------------------------

#Champion Wrestler

$info=champwr,champwru,champwrj,
$bio

Champion Wrestler (c) 1989 Taito.


$end

#-----------------------------

#Championship Sprint

$info=csprint,
$bio

Championship Sprint (c) 09/1986 Atari Games.


$end

#-----------------------------

#Changes

$info=changes,
$bio

Changes (c) 1982 Orca.

This game is also known as Looper.


$end

#-----------------------------

#Chase H.Q.

$info=chasehq,chasehqj,
$bio

Chase H.Q. (c) 11/1988 Taito.


- SERIES:


1. Chase H.Q.

2. Special Criminal Investigation

3. Super Chase - Criminal Termination


- STAFF:


Game design: Hiroguki Sakou

Game program: Takeshi Ishizashi, Takeshi murata, Kyouji Shimamoto

P.C.B design: Masahiro Yamaguchi

Sound design: Yoshio Imamura, Naoto Yagishita, Eikichi Takahashi, Fumiaki Imaoka

Music composer: Takami Asano

Cabinet design: Nobuyuki Iwasaki

Proposer: Yoshiharu suzuki


$end

#-----------------------------

#Checkman

$info=checkman,checkmaj,
$bio

Checkman (c) 1982 Zilec-Zenitone.


- TRIVIA:


Commerical remakes on home computer: Danger UXB by Micropower on the BBC Micro/Acorn Electron


- STAFF:


Designed and Programmed by Peter Hughes, Duncan Shortland, Malcolm Mailer.

Music by Robin Cartwright.


$end

#-----------------------------

#Checkmate

$info=checkmat,
$bio

Checkmate (c) 01/1977 Midway.


- STAFF:


Designed and programmed by Jay fenton and Dave Nutting.


$end

#-----------------------------

#Cheeky Mouse

$info=cheekyms,
$bio

Cheeky Mouse (c) 06/1980 Universal.


$end

#-----------------------------

#Chelnov - Atomic Runner

$info=chelnov,chelnovu,chelnovj,
$bio

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


$end

#-----------------------------

#Chequered Flag

$info=chqflag,chqflagj,
$bio

Chequered Flag (c) 05/1988 Konami.


$end

#-----------------------------

#Cheyenne

$info=cheyenne,
$bio

Cheyenne (c) 01/1984 Exidy.


- STAFF:


Designed and programmed by Larry Hutcherson, Vic Tolomei, and Ken Nicholson.


$end

#-----------------------------

#Chibi Marukochan Deluxe Quiz

$info=marukodq,
$bio

Chibi Marukochan Deluxe Quiz (c) 11/1995 Takara.


$end

#-----------------------------

#Chicken Shift

$info=cshift,
$bio

Chicken Shift (c) 1984 Bally / Sente.


- STAFF:


Original concept and programming: Jon Kinsting

Screen Graphics: Mark Mcphee

Direction: Victor Penman

Music and sounds: Jeff Gusman, Richard Green, Gary Levenberg, Jesse Osborne


$end

#-----------------------------

#Chiki Chiki Boys

$info=chikij,
$bio

Chiki Chiki Boys (c) 06/1990 Capcom.

This game is known outside Japan as Mega Twins.


- STAFF:


Game design: Bully Duck

Director: Poo, Okamoto

Object design: Manbou, Ikusan Z, Unicorn Mayumi

Scroll design: Zummy & Ziggy

Hard design: kuccan

Programing: Blbon, Meijin, Saikou Yuki


$end

#-----------------------------

#Chiller

$info=chiller,
$bio

Chiller (c) 1986 Exidy.


- TRIVIA:


So you think blood and guts in video games is a phenomenon of the 90's?
The main point of this game is to shoot helpless humans in the most gory manner possible.
It is amazing that this game somehow slipped past the watchdogs back in 1986. (Next Generation magazine tidbit)


- STAFF:


Software: Larry Hutcherson, Vic Tolomei, Ken Nicholson

Hardware: Howell Ivy

Graphics: Larry Hutcherson, Vic Tolomei, Ken Nicholson

Audio: Ken Nicholson


$end

#-----------------------------

#Chimera Beast

$info=chimerab,
$bio

Chimera Beast (c) 1993 Jaleco.


- STAFF:


Executive producer: Tokuhiro Takemori

Director: S. Hashimoto

Game designed by Y. Hiroyama

Programmed by Manbow

Bg designers: Helluder, Toukaidou Nozomi, Reiko, Tutomu Rukada

Obj. designer: Sigeru, Toukaidou Nozomi, Nanae

Creatures designer: Y. Hiroyama

Sounds & compose: Yokoyama


$end

#-----------------------------

#China Gate

$info=chinagat,
$bio

China Gate (c) 09/1988 Taito.

Licensed to Romstar for US manufacture and distribution.

This game is known in Japan as Sai Yu Gou Ma Roku.


$end

#-----------------------------

#China Town

$info=chinatwn,
$bio

China Town (c) 1991 Data East.


$end

#-----------------------------

#Chinese Casino

$info=ccasino,
$bio

Chinese Casino (c) 1987 Video System.


$end

#-----------------------------

#Chinese Hero

$info=chinhero,
$bio

Chinese Hero (c) 1984 Taiyo System.


$end

#-----------------------------

#Choplifter

$info=chplft,chplftb,chplftbl,
$bio

Choplifter (c) 1985 Sega.


- TRIVIA:


Sega licensed this game from Broderbund Software, from an original game programmed by Dan Gorlin in 1982 for the Apple II computer.


- TIPS & TRICKS:


In the early stages, try to fly as low as possible - this way the fighters will not shoot you, and you are low enough to shoot the groundtargets without being shot.
Since this only works when you're in the air, and not when you're on the ground, it only works well on levels 1 and 3.


To ensure that the tank won't arrive when you're picking up hostages, barely tap the joystick up between each hostage.
This will cause the helicopter to lift off a little and reset the timer that causes the tanks to arrive.


On level 2, you can land on the water under the boat when dropping off your men and they will climb up the side of the boat.
This stops the planes from coming down and shooting you.


$end

#-----------------------------

#Chopper I

$info=chopper,
$bio

Chopper I (c) 1988 SNK.

This game is known in Japan as Koukuu Kihei Monogatari - The Legend of Air Cavalry.


- STAFF:


Supervisor: Eikichi Kawasaki

Producer: Tamadachi

Programmer: SNK Jr.

Designer: Okitaka, Madaka, Warasan

Sound Creater: Kanata

Adviser: Tosikita


$end

#-----------------------------

#Chou Zetsurin Jin Beraboh Man

$info=berabohm,beraboho,
$bio

Chou Zetsurin Jin Beraboh Man (c) 05/1988 Namco.


$end

#-----------------------------

#Chuka Taisen

$info=chukatai,
$bio

Chuka Taisen (c) 1988 Taito.


$end

#-----------------------------

#Circus

$info=circus,
$bio

Circus (c) 01/1977 Exidy.


- STAFF:

Designed and programmed by Edward Valeau and Howell Ivey.


$end

#-----------------------------

#Circus Charlie

$info=circusc,circuscc,circusce,circusc2,
$bio

Circus Charlie (c) 04/1984 Konami.

Also licensed to Centuri for US manufacture and distribution. (02/1984)


- TIPS & TRICKS:


On the first level when you are on a Lion and have to jump through burning hoops, jump backwards through a hoop and then forwards through it again.
The next hoop to appear will then change into an extra life.


*Here's a small hidden bonus*
On the first (flaming hoops) level, jump over the first flaming urn, then jump backwards over it.
A bonus item should rise vertically from it; grab it and it's worth 2000 points.
Ideally, you should time it so that jumping back over the urn coincides with the passage of a hoop over the urn.

Note: this is for the 'level select' version.
On the original version, it seems to work on the second urn.


$end

#-----------------------------

#Cisco Heat

$info=cischeat,
$bio

Cisco Heat (c) 11/1990 Jaleco.


$end

#-----------------------------

#City Bomber

$info=citybomb,citybmrj,
$bio

City Bomber (c) 11/1987 Konami.


$end

#-----------------------------

#City Connection

$info=citycon,citycona,
$bio

City Connection (c) 1985 Jaleco.


$end

#-----------------------------

#City Love

$info=citylove,
$bio

City Love (c) 08/1986 Nichibutsu.


$end

#-----------------------------

#Clash-Road

$info=clshroad,
$bio

Clash-Road (c) 12/1986 Woodplace.


$end

#-----------------------------

#Clay Pigeon

$info=claypign,
$bio

Clay Pigeon (c) 1986 Exidy.


- STAFF:


Designed and programmed by Larry Hutcherson, Vic Tolomei, and Ken Nicholson.


$end

#-----------------------------

#Clay Shoot

$info=clayshoo,
$bio

Clay Shoot (c) 11/1979 Allied Leisure.


- TRIVIA:


Clay shoot was probably the last game produced under the Allied Leisure label.


$end

#-----------------------------

#Cleopatra Fortune

$info=cleopatr,
$bio

Cleopatra Fortune (c) 09/1996 taito.


$end

#-----------------------------

#Cloak and Dagger

$info=cloak,
$bio

Cloak and Dagger (c) 12/1983 Atari.


- STAFF:


Designed and programmed by Russell "Rusty" Dawe.


- TRIVIA:


Originally called Agent-X, this game was renamed to coincide with the release of the 1984 movie of the same name.


- TIPS & TRICKS:


*Level skip*
To get through the game more quickly, pull both joysticks downwards while in the lift.
You'll descend far more rapidly, skipping several levels at a time.


$end

#-----------------------------

#Cloud 9

$info=cloud9,
$bio

Cloud 9 (c) 1983 Atari.


- STAFF:


Designed and programmed by Paul M. Resch.


- TRIVIA:


Cloud 9 was originally supposed to be written by Dona Bailey (the coder for Centipede), but she left and Paul inherited it.
The original game concept had a plug in the bottom of the screen that the character had to pull to let the water out.
This game unfortunately only received one weekend of play testing at one location before being cancelled.


$end

#-----------------------------

#Clowns

$info=clowns,clowns1,
$bio

Clowns (c) 01/1978 Midway.


$end

#-----------------------------

#Cobra-Command

$info=cobracom,cobracmj,
$bio

Cobra-Command (c) 09/1988 Data East.


- UPDATES:


The Japanese version is the only one that has inner levels (which are really hard to play).


- STAFF:


Produce & program: K. Sasamoto

Graphic & design: A. Ontani

Graphic: M. Narita, T. Konishi

Graphic advice: S. Furukawa

Hardware: T. Takayama

Sound: A. Hare

Original plan: T. Seki

Management: T. Kato


$end

#-----------------------------

#Colony 7

$info=colony7,colony7a,
$bio

Colony 7 (c) 05/1981 Taito.


$end

#-----------------------------

#Columns

$info=columns,columnsj,
$bio

Columns (c) 06/1990 Sega.


- SERIES:


1. Columns

2. Columns II - The Voyage Through Time


$end

#-----------------------------

#Columns II - The Voyage Through Time

$info=columns2,
$bio

Columns II - The Voyage Through Time (c) 1990 Sega.


- SERIES:


1. Columns

2. Columns II - The Voyage Through Time


$end

#-----------------------------

#Combat

$info=combat,
$bio

Combat (c) 1985 Exidy.

This game is also known as Catch-22.


- STAFF:


Software: Larry Hutcherson, Vic Tolomei, Ken Micholson

Hardware: Howell Ivy, Mark Von Striver

Graphics: Lynn Pointer, Ken Nicholson

Audio: Ken Nicholson

Art: Rey Maninang

Support: Pam Banegas


$end

#-----------------------------

#Combat School

$info=combasc,combasct,combascj,combascb,
$bio

Combat School (c) 05/1987 Konami.

This game is also known as Boot Camp.

A bootleg of this game was released in 1988 by Datsu.


$end

#-----------------------------

#Combatribes, The

$info=ctribe,ctribeb,
$bio

The Combatribes (c) 06/1990 Technos.


- STAFF:


Software: N. Nishimura, T. Saito, I. Kanakubo

Hardware: K. Nishikawa

Character design: K. Ogata, H. Shibata, T. Ando, T. Ohshumi

Bg design: S. Saito, M. Katagiri, T. Izumiyama, H. Sakamoto

Music: K. Yamane

Sound effect: K. Mori

Music software: M. Hirosawa

Directed by: A. Tanimoto, N. Tomiyama


$end

#-----------------------------

#Commando (sega)

$info=commsega,
$bio

Commando (c) 1983 Sega.


$end

#-----------------------------

#Commando

$info=commando,commandu,
$bio

Commando (c) 05/1985 Capcom.

Licensed to Data East for US manufacture and distribution. (07/1985)

This game is known in Japan as Senjo no Ookami.

A bootleg of this game is known as Space Invasion.


- TIPS & TRICKS:


Here's a hot way to kill the soldiers without going anywhere near them.
At the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down.
Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate.


This will let you rack up big points and all the extra men you can:

On the first stage there is a cliff on the right side of the screen.
The bad guys will jump off the end of this cliff and attack you.
If you walk until the bad guys START jumping off and then stop you can stand there and kill them until you get sick of playing or until you reach the max extra men.

If you plan on playing thru the rest of the game you should stop at the max amount of extra men.
If you just sit there the enemies will get faster and faster so the rest of the game will be harder.


- SERIES:


1. Commando

2. Mercs


$end

#-----------------------------

#Comotion

$info=comotion,
$bio

Comotion (c) 11/1976 Gremlin.


$end

#-----------------------------

#Condor

$info=condor,
$bio

Condor (c) 1981 Sidam.

This game is a bootleg of Phoenix.


$end

#-----------------------------

#Congo Bongo

$info=congo,
$bio

Congo Bongo (c) 02/1983 Sega.

This game is also known as Tip Top.


$end

#-----------------------------

#Continental Circus

$info=contcirc,contcrcu,
$bio

Continental Circus (c) 1987 Taito.

This game was released outside US 2 years later.


$end

#-----------------------------

#Contra

$info=contra,contrab,contraj,contrajb,
$bio

Contra (c) 02/1987 Konami.

This game is known in Europe as Gryzor.


- SERIES:


1. Contra

2. Super Contra


- STAFF:


Game Programmer: Satoru, Hideyuki Falco, Koichi Cobra

Video Graphics: Kengo

Special Designer: Ishiwari Jinbo, Passionate Norio

Sound Editor: Kazuki Jah

Engineer: Rom Yamamoto

Directed by Koji.


$end

#-----------------------------

#Cook Race

$info=cookrace,
$bio

Cook Race (c) 1982.

This game is a bootleg of Burger Time.


$end

#-----------------------------

#Coors Light Bowling

$info=clbowl,
$bio

Coors Light Bowling (c) 1989 Incredible technologies.


$end

#-----------------------------

#Cop 01

$info=cop01,cop01a,
$bio

Cop 01 (c) 1985 Nichibutsu.


$end

#-----------------------------

#Cops'n Robbers

$info=copsnrob,
$bio

Cops'n Robbers (c) 07/1976 Atari.


$end

#-----------------------------

#Cosmic Alien

$info=cosmica,cosmica2,
$bio

Cosmic Alien (c) 01/1980 Universal.


$end

#-----------------------------

#Cosmic Avenger

$info=cavenger,
$bio

Cosmic Avenger (c) 07/1981 Universal.


$end

#-----------------------------

#Cosmic Chasm

$info=cchasm,cchasm1,
$bio

Cosmic Chasm (c) 02/1983 Cinematronics.


- TRIVIA:


This game was the last color vector game released by Cinematronics.


$end

#-----------------------------

#Cosmic Guerilla

$info=cosmicg,
$bio

Cosmic Guerilla (c) 11/1979 Universal.


$end

#-----------------------------

#Cosmic Monsters

$info=cosmicmo,
$bio

Cosmic Monsters (c) 07/1980 Universal.

This game is a clone of Space Invaders.


- TRIVIA:


This is the first game manufactured by Universal.


$end

#-----------------------------

#Cosmo Gang - The Puzzle

$info=cgangpzl,cgangpzj,
$bio

Cosmo Gang - The Puzzle (c) 12/1992 Namco.


$end

#-----------------------------

#Cosmo Gang - The Video

$info=cosmogng,cosmognj,
$bio

Cosmo Gang - The Video (c) 1991 Namco.


- STAFF:


Game design: Kohji Kenjoh

Program: Shiohigaler Itoh

Original character design: Fanchan

Visual: Tatsuya

Sound: Strong Yoshie

Cooperated by original Cosmo Gang team.


$end

#-----------------------------

#Cosmos

$info=cosmos,
$bio

Cosmos (c) 1981 Century Electronics.


$end

#-----------------------------

#Cotocoto Cottong

$info=cottong,
$bio

Cotocoto Cottong (c) 1982.

This game is a bootleg of Guttang Gottong.


$end

#-----------------------------

#Crackshot

$info=cracksht,
$bio

Crackshot (c) 1985 Exidy.


- STAFF:


Software: Larry Hutcherson, Vic Tolomei, Ken Nicholson

Hardware: Howell Ivy

Graphics: Lynn Pointer

Audio: Ken Nicholson


$end

#-----------------------------

#Crash

$info=crash,
$bio

Crash (c) 07/1979 Exidy.


- STAFF:


Designed and programmed by Edward Valeau.


$end

#-----------------------------

#Crater Raider

$info=crater,
$bio

Crater Raider (c) 1984 Bally Midway.


$end

#-----------------------------

#Crayon Shinchan Orato Asobo

$info=qcrayon2,
$bio

Crayon Shinchan Orato Asobo (c) 12/1993 Taito.


- SERIES:


1. Quiz Crayon Shinchan

2. Crayon Shinchan Orato Asobo


$end

#-----------------------------

#Crazy Ballon

$info=crbaloon,crbalon2,
$bio

Crazy Ballon (c) 04/1980 Taito.


$end

#-----------------------------

#Crazy Blocks

$info=crazyblk,
$bio

Crazy Blocks (c) 1983 Kiwako.

Licensed to ECI.


$end

#-----------------------------

#Crazy Climber

$info=cclimber,ccboot,ccboot2,cclimbrj,
$bio

Crazy Climber (c) 10/1980 Nichibutsu.


- STAFF:


Designed and programmed by Kijima Masao.


- UPDATES:


Only the US version has the realistic-sounding voice samples.


- TIPS & TRICKS:


In the second building: when you arrive at the electrical sign, choose the left path.
Then put yourself under the electrical wire (rightmost window of the left path) but keep both joysticks pressed.
After a few seconds your climber will become red with white hair and electricity won't have effect on it.


There is a secret password in Crazy Climber.
Enter the name "jordan.ltd" in the high score table and you get two free credits.
This only works on the Japanese and bootleg versions of the game. (Although the password code is still present in the US version, the high score table entry has been crippled to only allow 3 letters, so you can't enter the code.)


- SERIES:


1. Crazy Climber

2. Crazy Climber 2


$end

#-----------------------------

#Crazy Climber 2

$info=cclimbr2,
$bio

Crazy Climber 2 (c) 12/1988 Nichibutsu.

This game was released in Japan only.


- SERIES:


1. Crazy Climber

2. Crazy Climber 2


$end

#-----------------------------

#Crazy Cop

$info=crazycop,
$bio

Crazy Cop (c) 08/1988 Konami.

This game is known outside Japan as Gang Busters.


$end

#-----------------------------

#Crazy Kong

$info=ckong,ckonga,ckongalc,ckongo,ckongs,ckongjeu,
$bio

Crazy Kong (c) 1981 Falcon.

A bootleg of this game is known as Monkey Donkey.

Some other bootlegs under the same name was make by Jeutel, Alca, and Orca.


- TIPS & TRICKS:


On the barrel level:
Climb up to the second beam (the one with the hammer right by it).
Walk to the right so that Mario is still facing away from you (you can see his back) and is suspended off the side of end of the beam, then jump to the right.
He'll "fall thru" the bottom of the screen and clear it, as if he had climbed all the way to the top.


On the conveyor belt level:
Grab the bottom hammer (the one on the row with the full length conveyor belt) and go all the way to the right side of the screen.
Push the joystick right and he'll drop the hammer.
Sometimes it'll be in the up position and sometimes it'll be sitting toward the left of Mario.
If it's in the up position, jump up and grab it and keep repeating until he drops it on the left position.
After this, you can walk away and anything that comes into contact with it will be splatted.
After a few seconds, the hammer will disappear, but the stuff will still splat when it hits where the hammer should be.
NOTE: This trick only works on the second level or higher!


$end

#-----------------------------

#Crazy Rally

$info=crzrally,
$bio

Crazy Rally (c) 1985 Tecfri.


$end

#-----------------------------

#Crime City

$info=crimec,crimecu,crimecj,
$bio

Crime City (c) 1989 Taito.


$end

#-----------------------------

#Crime Fighters

$info=crimfght,crimfgtj,crimfgt2,
$bio

Crime Fighters (c) 07/1989 Konami.


- SERIES:


1. Crime Fighters

2. Crime Fighters 2


- STAFF:


Software designer: M. Oshawa, M. Inoue, C. Lee

Graphics designer: M. Kukino, C. Hanano, Ooboke, Hamakawa

Sound designer: K. Matsubara, M. Izumi

Hardware designer: S. Yasuda


$end

#-----------------------------

#Crime Fighters 2

$info=vendettj,
$bio

Crime Fighters 2 (c) 1991 Konami.

This game is known outside Japan as Vendetta.


- TRIVIA:


Each player character resembles a real-life personality.
Hawk looks like 'Hulk Hogan', Sledge looks like 'Mr. T', Boomer looks like 'Jean-Claude Van Damme', and Blood looks like 'Mike Tyson'.


- SERIES:


1. Crime Fighters

2. Crime Fighters 2


- STAFF:


Game Design: S. Okamoto, K. Ozaki, Y. Kobayashi

Character Design: M. Yoshida, K. Nakanishi, T. Nakazama

Sound Design: H. Shikama, M. Yamame

Hardware Design: K. Itoh

Director: S. Okamoto

Management: S. Kido


$end

#-----------------------------

#Crossbow

$info=crossbow,
$bio

Crossbow (c) 10/1983 Exidy.


- STAFF:


Designed and programmed by Larry Hutcherson, Vic Tolomei, and Ken Nicholson


- TRIVIA:


The first of Exidy's classic shooters.


$end

#-----------------------------

#Crossed Swords

$info=crsword,
$bio

Crossed Swords (c) 07/1991 Alpha Denshi.


$end

#-----------------------------

#Crude Buster

$info=cbuster,cbusterw,cbusterj,
$bio

Crude Buster (c) 03/1990 Data East.

This is known in US as Two Crude.


- STAFF:


Game design: Akira Ohtami

Programs: Takaaki Inowe, Souichi Akiyama

Character designs: Kazumi Minagawa, Sonomi Nagao, Yoshinari Kaihou, Eiko Kurihara, Shintoku Ohe, Shinji Noda, Chie Kitahara, Hitomi Fujiwara, Chika Shamoto, Kazumi Enomoto

Background designs: Masanori Tokoro, Kazunori Hashimoto, Atsushi Kaneko, Shuichi Togashi, Masayuki Inoshita, Inochi Kawamura, Mika Yamaguchi, Tomoo Adachi

Ex. designs: Masayuki Kawaguchi, Hiroshi Kadode, Uzzy, Seiji Koyanagi, Masahiko Tezuka

Sound: Asha, Maro, Kiwch

Hard: Masami Ohki

Voice: Fred Young

Advice: Joe Kaminkow

Project leader: Iwao Horita


$end

#-----------------------------

#Cruisin

$info=cruisin,
$bio

Cruisin (c) 12/1985 Jaleco.


- STAFF:


Shoja, Hiromi-N, MVX250F, Takeya, Ohguro, Yokoe, Nakazawa, DT-200R, KG-9


$end

#-----------------------------

#Crush Roller

$info=crush,crush2,crush3,
$bio

Crush Roller (c) 10/1981 Kural Samno Electric.

This game is also known as Make Trax (licensed by Williams).

Two bootlegs are known as Paint Roller, and Magic Brush.


- UPDATES:


Make Trax has a protection chip, Crush Roller doesn't.
The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).


- TIPS & TRICKS:


The player must finish painting blank patterns in the maze with color as two tail-swishing goldfish jump out of an aquarium and chase the paintbrush, trying to force it to paint itself into a corner.
As the game progresses, the deadly goldfish get smarter and trickier.
They seem to anticipate the player's every move.
These goldfish chase the paintbrush, then turn and run away.
They even plot to close in on the brush from opposite ends of the path.
The player has to try to outmaneuver the goldfish or make it to one of the overpasses, grab the paintroller, which waits for it there, and roll over the goldfish.
This sends the goldfish back to the aquarium.
The player gets a score, which doubles progressively for each fish it sends back to the aquarium.
In order to get some relief from the goldfish's relentless pursuit, the player can leave the screen through any one of the six exits on the screen.
The brush reappears on the screen on the opposite side but it must be careful that the goldfish have not followed it.
The goldfish can pursue the paintbrush off the screen and back onto it again.


As the game continues, other problems arise for the brush.
On each pattern, a different mischief-maker makes tracks through the wet paint, spoiling the player's painting.
These mischief-makers include a playful kitten, a nose-twitching mouse, a dirty bird, a runaway tire, a dancing cat, and an invisible man who leaves only footprints on the paint job.
To stop these mischief-makers from ruining the painting, the player has to catch them with the brush.
To complete the pattern that is being painted, the player has to go back over any tracks that have been left behind.
The player can gain up to three extra brushes to do this.


$end

#-----------------------------

#Crystal Castles

$info=ccastles,ccastle2,ccastle3,
$bio

Crystal Castles (c) 07/1983 Atari.


- STAFF:


Designed and programmed by Franz X. Lanzinger (FXL), and Scott Fuller.


- TRIVIA:


The game was originally supposed to be a variation on the mega-hit Asteroids, and the working title was Toporoids!
It featured a one-legged robot and/or a spaceship placed in 3-D mazes lined with asteroids, and the goal was (of course) to shoot them.
The mazes were similar to those in Crystal Castles.

The character "Bentley Bear" was originally named "Braveheart Bear" in the released prototypes.
But, Atari ran into trouble over that name from the American Indians, and so had to change it.

Originally, FXL designed the game so that Bentley could jump while in a tunnel.
But, he decided to take that ability away when he saw Bentley's head popping through the roof!


On two of the mazes in the game, FXL has built into the structure initials of friends of his.
On Hidden Spiral, the DES stands for Desiree McCrorey, who holds a contest record on Mr. Do!.
SSM is Sam Mehta, who came in 2nd in a Centipede contest held by Atari.
And BBM stands for Brian McGhee, a former Atari game designer.

On Berthilda's Palace, the initials are harder to make out, as they are cutouts in the floor.
EDG is the initials of Eric Ginner, while MAR stands for Mark Robichek.
Both of these were famous video game players at the time Crystal was made, and are still known by many.


All of the musical themes in the game are from works of classical music.


- TIPS & TRICKS:


There's a 'continue option' warp on the first board.
It won't take you any higher than level 8, though:

*The first warp* is behind the palace on the upper-right hand corner of the first board.
Go there then jump.
It'll take you to level 3.

*The second warp*
Get the hat, run to an elevator, and at the back corner of the hidden ramp, jump before the hat expires.
The warp always gives you four lives (not including the one you're on) and takes you to level 5.

*The third warp* is on the third screen of Level 5, titled "Crossroads."
It is extremely easy to trigger; just move to the very upper left corner and jump.
You will be transported to the first screen of Level 7, again with four lives to spare.


The final level is 10-1 (THE END).
If you finish this level, the screen fills up with various objects and shapes.


*A Trick*
If you jump at least 128 times in the front right corner of any maze, the next maze that is fully drawn from the beginning will have a string of the words ATARI stretched across the middle of the screen.
It disappears on the next maze, unless you are playing a two-player game, in which case it can appear on two screens.


On Level 5, Berthilda's Palace grab the hat, and enter the large door where Berthilda is.
Run over her for 3000 points, then head to the corner of the room (where Berthilda was) and jump.
The initials FXL will appear in the lower-right hand corner of the screen, which stands for Franz Lanziger, one of the designers of Crystal Castles!


*This trick is free*
When the machine is in its demo mode, wait until the first stage appears.
When Bentley gets killed, hold down BOTH jump buttons, and the accounting screen, which shows customer play information, will appear.


$end

#-----------------------------

#Crystal Gal

$info=crystalg,
$bio

Crystal Gal (c) 1986 Nichibutsu.


- SERIES:


1. Crystal Gal

2. Crystal Gal II


$end

#-----------------------------

#Crystal Gal II

$info=crystal2,
$bio

Crystal Gal II (c) 06/1986 Nichibutsu.


- SERIES:


1. Crystal Gal

2. Crystal Gal II


$end

#-----------------------------

#Cuby Bop

$info=cubybop,
$bio

Cuby Bop (c) 1990 Hot B.


$end

#-----------------------------

#Cue Brick

$info=cuebrick,
$bio

Cue Brick (c) 08/1989 Konami.


$end

#-----------------------------

#Curve Ball

$info=curvebal,
$bio

Curve Ball (c) 1984 Mylstar Electronics.


- STAFF:


Designed by Bill Adams.

Programmed by Bill Adams, Jim Love.

Video graphics by Jeff Lee.

Special sound effects by Judi Clingman, Graig Beierwaltes.

Music by Dave Zabriskie.

Thanks to Jun Yum.


$end

#-----------------------------

#Cutie Q

$info=cutieq,
$bio

Cutie Q (c) 11/1979 Namco.


- STAFF:


Designed by Toru Iwantani.


- TRIVIA:


Joining Namco, Toru wanted to design pinball games.
Gee Bee, Cutie Q, and Bomb Bee were his arcade game hybrids.
Toru would achieve later, greater fame by designing Pac-Man.


- TIPS & TRICKS:


Although the blocks have ghost images on them, each "ghost-image" is two blocks stacked on top of each other.
Clearing out all the blocks on one side will cause a little creature to start running (very slowly although his legs move fast) from one side of the block area to the other.
Hitting this creature will give you some point value times the multiplier showing when he was hit.


After the blocks have been cleared and the creature is gone, when you hit the bottom paddle, the blocks will be restored with an additional "ghost-image" row (two block rows) until the rows are almost near the top of the lane where the ball launches from.


Hitting the bottom paddle will also put one more ghost in the center area up to a total of four.
If the bottom paddle is hit with four ghosts on screen, it will revert back to one.
Destroying one of the ghosts in this area will open the top of that area so the ball can break away at the top of both sides of blocks.


Letters appear on the sides of the screen and change when the top paddle is hit.
If the ball hits a letter, it will light up that letter in "Extra" down below on the appropriate side.
Spelling Extra and hitting the outlane on that side will give you an extra ball and remove Extra and the letters from both sides for the rest of the game.


Each time the ball hits a sad face, it will light up and turn into a happy face (or vice versa).
Light up all five faces to increase the bonus multiplier.


- SERIES:


1. Gee Bee

2. Bomb Bee

3. Cutie Q


$end

#-----------------------------

#Cybattler

$info=cybattlr,
$bio

Cybattler (c) 04/1993 Jaleco.


- STAFF:


Director: Team m.word, Jaleco

Character design: Nao, Takasan, Jun

Programmer: Kuma, Kikki, King

Composer: Pro, Masaaki.U, Tsugumi.Y

Sound effects: Pao

Sound programmer: Kikki


$end

#-----------------------------

#Cyber-Lip

$info=cyberlip,
$bio

Cyber-Lip (c) 11/1990 SNK.


- STAFF:


Produce: Eikichi Kawasaki

Direct: Deru-Deru, Ousama

Programmer: Shochan

Sound: Tate Norio

F.Design: Higashipon, Miss.Jra

B.Design: Ok Goo!, Crazy Love


$end

#-----------------------------

#Cyberball - Football in the 21st Century

$info=cyberbal,cyberba2,cyberbt,
$bio

Cyberball - Football in the 21st Century (c) 09/1988 Atari Games.


- SERIES:


1. Cyberball - Football in the 21st Century

2. Cyberball 2072

3. Tournament Cyberball 2072


- STAFF:


Programmer/Designer: John Salwitz

Artist/Designer: Davis A. Ralston

Physicist/Programmer: Paul kwinn

Hardware designer: Doug Snyder

Technician: Rob Rowe

Animators: Mark West, Will Noble, Deborah Short

Audio group: Brad Fuller, Hal Canon, Don Diekneite

Product manager: Jerry Momoda

Cabinet designer: Dave Coox

Cabinet graphics by Atari Visual Communications.


$end

#-----------------------------

#Cyberball 2072

$info=cyberb2p,
$bio

Cyberball 2072 (c) 11/1989 Atari Games.


- SERIES:


1. Cyberball - Football in the 21st Century

2. Cyberball 2072

3. Tournament Cyberball 2072


- STAFF:


Programmer/Designer: John Salwitz

Artist/Designer: Davis A. Ralston

Physicist/Programmer: Paul kwinn

Hardware designer: Doug Snyder

Technician: Rob Rowe

Animators: Mark West, Will Noble, Deborah Short

Audio group: Brad Fuller, Hal Canon, Don Diekneite

Product manager: Jerry Momoda

Cabinet designer: Dave Coox

Cabinet graphics by Atari Visual Communications.


$end

#-----------------------------

#Cyberbots - Fullmetal Madness

$info=cybots,cybotsj,
$bio

Cyberbots - Fullmetal Madness (c) 04/1995 Capcom.


- TIPS & TRICKS:


Some Hidden robots:


*Play as S-008 Super-8*
After you choose your V.A. before the Vs screen do the following quickly:

Up, Right, Down, Left, Up, Right, Attack 1, Up, Left, Down, Right, Attack 2.


*Play as P-10033 gaits*
After you choose your V.A. before the Vs screen do the following quickly:

Attack 1, Attack 2, Boost, Weapon, Attack 1, Boost.


*Play as UVA-02 Helion*
After you choose your V.A. before the Vs screen do the following quickly:

Up, Up, Down, Down, Left, Right, Boost, Weapon.


*Play as X-0 Warlock*
After you choose your V.A. before the Vs screen do the following quickly:

Left, Attack 1, Up, Attack 2, Right, Boost, Down, Weapon.


- STAFF:


Game designer: Shochan, Tobanjan, Tequila Saddy, Jun Keiba, Mucchi, T.Nakae[Daichan], 12Bw1B

Programmer: Kid, Stefano Komorini with T, Shaver, Hiroshi Nakagawa, Dress, Garamon, Mr.Kato

Object designer: Atta Kutta, Eiji, N.Fujisawa, Vanira, Y.Maruno, Yoshino, K-Tokunaga, You-Ten-Kozow, Urabe Yakkyoku 8, N.Fukuda, H.Shibaki, Hiroshi Shibata, Shisui, Yorio, Takep, Gappa, E.Murabayashi, Heno Heno, Yuki

Scroll designer: Fukumoyan, Nissui, Kisabon, Iwai, Go, May, Hirgko.N, Kichinosuke, Kazu, Akiko.O, Saru, Kuwatch, Sm, Tabu, Mago, Mr.Holland

Sound design: T.Kawakami "T.K,Ny", Moe.T

Sound compose: Anarchy "Takapon", Akari.K -Lemon-, Kda Mto, Super 8 Iwami

Producer: Iyono Pon



$end

#-----------------------------

#D-Con

$info=dcon,
$bio

D-Con (c) 1992 Success.


$end

#-----------------------------

#D-Day

$info=dday,ddayc,
$bio

D-Day (c) 1982 Olympia.

Also licensed to Centuri. (04/1984)


$end

#-----------------------------

#Dai Makai-Mura

$info=daimakai,
$bio

Dai Makai-Mura (c) 1988 Capcom.

This game is known outside Japan as Ghouls'n Ghosts.


- SERIES:


1. Makai-Mura

2. Dai Makai-Mura


- STAFF:


Game Designer: Tokuro Fujiwara, S.Yoshimoto, H.Yamamoto

Programmer: Hiroshi Koike (Street Fighter), Masatsugu Shinoara (F1 Dream, Tiger Road), Shinichi Ueyama (New Face)


$end

#-----------------------------

#Dai Ressya Goutou

$info=dairesya,
$bio

Dai Ressya Goutou (c) 04/1987 Konami.

Licensed to Kawakusu for Japanese distribution.

This game is known outside Japan as Iron Horse.


$end

#-----------------------------

#Daiku no Gensan

$info=dkgensan,dkgenm72,
$bio

Daiku no Gensan (c) 1990 Irem.

This game is known outside Japan as Hammerin' Harry.


$end

#-----------------------------

#Daisen Pu

$info=daisenpu,
$bio

Daisen Pu (c) 1989 Taito.

This game is known in US as Twin Hawk.


$end

#-----------------------------

#Daitoride

$info=daitorid,
$bio

Daitoride (c) 01/1996 Metro.


$end

#-----------------------------

#Dan-Ku-Ga

$info=dankuga,
$bio

Dan-Ku-Ga (c) 12/1994 Taito.

This game is a prototype version of Kaiser Knuckle.


- STAFF:


Image Illustrator: Nobuteru Yuki

Project Leader: Takeshi Kobori

Planner: Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki

Main Character Designer: Yuji Sakamoto, Takeshi Kobori

Character Designer: Hiroto Niizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida

Assistant: Peacock, Production IG, VAP

Main Programmmer: Hiroshi Aoki

Programmer: Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama

Music Composer: Yasuhisa Watanabe (Zuntata)

Sound Effect Designer: Katsuhisa Ishikawa (Zuntata)

Recording Engineer: Munehiro Nakanishi (Zuntata) and supported by Zuntata

System Engineer: Katsumi Kaneoka, Hironobu Suzuki

Designer: Kumi Mizobe, Takeshi Kobori

Mechanic Engineer: Koichi Otsu


*CAST*

Kazuya: Kazuki Yao

Barts: Ryutaro Okiayu

Lihua: Saeko Shimazu

Liza: Aya Hisakawa

Gekkou: Hideo Ishikawa

J-McCoy: Kazunari Tanaka

Wulong: Yasushi Horibata

Marco: Ichiro Otowa

Boggy: Andrew Holms

Gonzales: Hisao Egawa

Azteca: Ryu Kuzu

General: Steve Yamashita

Narrator: Randy Sexton


$end

#-----------------------------

#Dangar - Ufo Robo

$info=dangar,dangar2,dangarb,
$bio

Dangar - Ufo Robo (c) 09/1986 Nichibutsu.


- STAFF:


Director: S. Fujiwara

Soft: Vabi Vube

Hard: I. Shiki

Design: K. Nakagawa

Sound: K. Yoshida


$end

#-----------------------------

#Danger Zone

$info=dangerz,
$bio

Danger Zone (c) 12/1986 Cinematronics.


- SERIES:


1. Danger Zone

2. Viper


$end

#-----------------------------

#Dangerous Seed

$info=dangseed,
$bio

Dangerous Seed (c) 12/1989 Namco.


- STAFF:


Game Designer: S. Shimizu, Y. Shinozaki

Character Designer: Y. Shinozaki, S. Sasaki, M. Fukuoka

Graphic Designer: Y. Shinozaki, A. Usukura

Visual Designer: Y. Shinozaki, S. Sasaki, M. Fukuoda, M. Ishida

Programmer: A. Sam, S. Shimizu

Music Composer: Y. Nagumo

Director: H. Shima

Assistant Director: S. Shimizu


$end

#-----------------------------

#Dangun Feveron

$info=dfeveron,
$bio

Dangun Feveron (c) 09/1998 Cave.

Licensed to Nihon System.


$end

#-----------------------------

#Danny Sullivan's Indy Heat

$info=indyheat,
$bio

Danny Sullivan's Indy Heat (c) 1991 Leland.


- STAFF:


Consultant: Danny Sullivan

Concept: John Rowe

Team Leader: John Morgan

Managers: Medo Moreno & Dan Viescas

Software & Graphics: John Morgan, Dave Sullivan, Steve High

Sounds: Sam Powell & Michelle Simon

Diagnostics: Joe Kosic

Hardware: Alex McKay, Eric Henderson, George Fiock

Additional help: Earl Stratton, Bruce Moore, Dave Scoot, Ellis Goodson


$end

#-----------------------------

#Daraku Tenshi - The Fallen Angels

$info=daraku
$bio

Daraku Tenshi - The Fallen Angels (c) 1998 Psikyo.


- TIPS & TRICKS:


*Unlock extra maintenance*
If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. (Obj Test, Obj Dump etc.)


- STAFF:


Producer: Kouzou Fujimoto

Directer: Mitsuo Kodama

Planer: Deathler

Front Designer: Exo Skeleton, Kotaro Ogata, Hiroyuki Otani, Metal God, 108, Yoshiko Sowa, Tokimeki Goro, Kenzo Sumiko

Back Designer: Hajime Ito, Noriko Tomishima

Programer: Takahiro Inoue, Shinaghiku:555, Naruto, Kazufumi Yoshida

Sound: Masaki Izutani, Kumi Tanioka


$end

#-----------------------------

#Darius

$info=darius,dariusj,dariuso,dariuse,
$bio

Darius (c) 1986 Taito.


- SERIES:


1. Darius

2. Darius II

3. Darius Gaiden - Silver Hawk

4. G Darius

5. G Darius ver.2


- STAFF:


Directed and produced by: Toshio Kohno.

Game designed by: Toshio Konho, Akira Fujita, Kazuya Mikata.

Programed by: Ken Hasegama, Takashi Kuriyama, Hideaki Tomioka, Tohru Sugawara, Hidenori Sasatani, Hideki Hashimoto.

Art designed by: Tetsuroh Kitagawa, Yoshihiro Wakita, Junji Yarita, Yukio Ishikawa, Kohzoh Igarashi, Genya Kuriki, Taira Sanuki, Masami Kikuchi, Mitsuru Ogama.

Mechanical Engineer: Takeki Nakamura, Eiji Kubota

Cabinet design: Takeo Shiraishi, Hisayoshi Nakane, Natuki Hirosawa

Hardware designed by: Takashi Ohhada, Syuji Kubota, Seigo Sakamoto

Music composed and arranged by: Yasuhiko Tanaka, Hisayoshi Ogura, Naoto Yagishita, Tsukasa Nakamura, Eikichi Takahashi, Masahiko Takaki


$end

#-----------------------------

#Darius Gaiden - Silver Hawk

$info=dariusg,dariusgu,dariusgj,dariusgx,
$bio

Darius Gaiden - Silver Hawk (c) 09/1994 Taito.


- SERIES:


1. Darius

2. Darius II

3. Darius Gaiden - Silver Hawk

4. G Darius

5. G Darius ver.2


- STAFF:


Producer: Hidehiro Fujihara

Game design: Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Yutaka Nagayama, Naoto Omura, Hidetaka Harada, Rintaro Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa, Thanks: Kentaro Matsumura

Art director: Kat, Masami Kikuchi, Baw-Baw

Programmer: Kurabar, Yutaka Nagayama, Naoto Dmura, Hidetaka Harada

Hardware engineer: Katsumi Kaneoka

Decorator: Rintard Doi

Sound director: Ogr(Zuntata), Katsuhisa Ishikawa(Zuntata)

Bit pattern: Makoto Fujita, Ucky Maeda, Toru Kawaishi, Yuko Kajihara, Miwa Kamiya, Vap, A-Wave


$end

#-----------------------------

#Darius II

$info=darius2,darius2d,drius2do,
$bio

Darius II (c) 09/1989 Taito.

This game is also known as Sagaia.


- SERIES:


1. Darius

2. Darius II

3. Darius Gaiden - Silver Hawk

4. G Darius

5. G Darius ver.2


- STAFF:


Directed and Produced by Hidehiro Fujiwara.

Game Designed by Hidehiro Fujiwara, Takatsuna Senba

Programed by Akira Ohtsuki, Tatsuo Nakamura, Masashi Tsuzura, Shinji Soyano

Art Designed by Masami Kikuchi, Takatsuna Senba, Hisakazu Kato

Cabient Design: Yoshinori Aiura

Hardware Designed by Toshiyuki Sanada.

All Music Composed and Arranged by Hisayoshi Ogura. (Team Zuntata)

Sound Editor: Yasuhisa Watanabe, Norihiro Furukawa

Sound Soft Ware: Naoto Yagishita


$end

#-----------------------------

#Dark Adventure

$info=darkadv,
$bio

Dark Adventure (c) 09/1987 Konami.

This game is also known as Devil World, and in Japan as Majuu no Ohkoku.


- UPDATES:


There are three player characters, and the weapons are different.


$end

#-----------------------------

#Dark Planet

$info=darkplnt,
$bio

Dark Planet (c) 10/1982 Stern.


- STAFF:


Designed and programmed by Erickson-Langlois.

Software by Jurich-Jahnke.


$end

#-----------------------------

#Dark Seal

$info=darkseal,darkseaj,darksea1,
$bio

Dark Seal (c) 07/1990 Data East.

This game is known in US as Gate of Doom.


- STAFF:


Game Master: Yoshiyuki Urushibara

Main Programmer: N. Susa

Main Graphic Designers: S. Noda, J. Matsuda, Y. Ishibiki

Programmers: Mentaiko, Tac. H, K. Miyazawa

Graphic Designers: M. Tokoro, E. Kurihara, M. Ooe, S. Nagao, K. Minagawa, K. Hashimoto, M. Inoshita, H. Fuziwara, T. Kitahara

Music Composers: Maro, T. Kiuchi, K. Mori

Sound Effects: Azusa

Hardware: S. Mitsui

Project Leader: Mentaiko


$end

#-----------------------------

#Dark Warrior

$info=darkwar,
$bio

Dark Warrior (c) 1981 Century Electronics.


$end

#-----------------------------

#Darkstalkers - The Night Warriors

$info=dstlk,dstlka,dstlku,dstlkur1,
$bio

Darkstalkers - The Night Warriors (c) 07/1994 Capcom.

This game is known in Japan as Vampire - The Night Warriors.


- TIPS & TRICKS:


*Alternate costume color*

Highlight a fighter at the character selection screen and press Start. 


- SERIES:


1. Darkstalkers - The Night Warriors

2. Night Warriors - Darkstalkers' Revenge

3. Vampire Savior - The Lord of Vampire

4. Vampire Hunter 2 - Darkstalkers' Revenge

4. Vampire Savior 2 - The Lord of Vampire


- STAFF:


Planning: Junichi Ohno, Gyo, Jun Koike

Program: Atsushi Ohuchi, AKiyoshi Eshiro, Toshihiko Tsuji, Morimichi Suzuki, Hiroshi Inaba

Object: Kurisan, Hiroshi Shibata, Keiko Kitayama, Mizuho Kageyama, takashi Hayashi, Q, Toshikazu Matsumoto, Kimo Kimo, Who, Tohru Takaoko, Mizupyon

Scroll: Yuki Kyotani, Kaori Matsumoto, Hiroyuki Imahori, Akemi Isoe, Tamayo Takeo, Miyuki Hongoh, Saru

Sound Design: Toshio Kajino (1970,2.25.) B, Tomuyuki "T.K,NY" Kawakami (1971,8.31.) A

Music Compose: "Anachey" Takapon (1969, 11.19.) A, Hideki.OK (1970, 3.28.) A


$end

#-----------------------------

#Darwin 4078

$info=darwin,
$bio

Darwin 4078 (c) 03/1986 Data East.


- TIPS & TRICKS:


Here is some info on the powerups:
Pister, Beas ( Your starting level ), Basum, Sharru,  Miseave, Twipet, Dodok, Zugau, Kues ****, Shasuem, Zugoga, and Gasharro

Each time you get one of those power-ups, you go up a level.
Each time you get hit [or] after a short time, you drop down a level.
You start on Beas which allows you to get hit once without dying (kind,aren't they?).
You can never drop below Pister unless you get hit.

Now, if you power up to Sharru, allow it to drop down a level and then get another powerup, you reach Laysper.
This is an evolutionary dead-end.
No amount of power ups will get you any further.
You need to power down and power up again.


To get the *beefy* power ups, go to Kues, and allow a power down.
You then go up this ladder: Measa, Malto, Seas,and Deam (now we're cooking!)

Allow yourself to get hit when you are Deam - You now become Black Deam (mega bat power) !!!! Excellent !!!


There are plenty of other neat touches such as docking with some of the bosses.
I known there was a horizontal stick alien which if you shot the right number of times drifts slowly down the screen.
You can dock with this to get extra firepower.

This means the aliens that have extendible poles that spring out from their sides.
Just shoot them until they flash, dock with them, and you'll get a particularly useful upgrade to your bombs.

You can also dock with the rectangular aliens (after you have shot them a few times).
These appear close to the start of the game.
It seems anything you shoot that then drifts slowly down, you can dock with (which increases the bomb power).


Did you notice the "bird" aliens that start at the bottom and flap their way up the screen ?
Well guess what-you can actually *mutate* with these.
Simply fly over the top of them and keep firing.
You will then mutate into an "eye" type creature that sprays bullets all over.

The "birds", and also the round bunkers on the ground, occasionally seem to explode (though they are not destroyed).
If you are caught in this explosion you mutate into the "suppurate", which sends shots in random directions, which is kind of lousy, but it is immune to enemy shots, and can only be destroyed by a collision.


$end

#-----------------------------

#Datsugoku - Prisoners of war

$info=powj,
$bio

Datsugoku - Prisoners of war (c) 08/1988 SNK.

This game is known outside Japan as P.O.W. - Prisoners of War.


- STAFF:


Programmer: Konny, Regulus, Shoot Yamashita, Shochan


$end

#-----------------------------

#Datsun 280 Zzzap

$info=280zzzap,
$bio

Datsun 280 Zzzap (c) 11/1976 Midway.


- STAFF:


Designed and programmed by Jay fenton and Dave Nutting.


$end

#-----------------------------

#Dazzler

$info=dazzler,
$bio

Dazzler (c) 1982 Century Electronics.


$end

#-----------------------------

#Dead Connection

$info=deadconx,deadconj,
$bio

Dead Connection (c) 07/1992 Taito.


- STAFF:


Planner: Papara Kaito, Jiro Tonegawa

Programmer: Okazu Taiyaki, Yuichi Kohyama, Junichiro Noguchi

Character Designer: Zenchan Ishii, Ukkari Jiro, K A T, Masami Kikuchi, Masahiro Kato, Atsushi Ishikawa, Ryuichi Matsuse, Haruo Tomita, Yukio Ishikawa, A-Wave, V A P, Peacock

Project Manager: Masaki "Ymot" Yagi

Hardware Engineer: Jun Sawaki

Graphic Designer: Rintaro Doi, Kyoko Umezu

Sound Soft: "Zuntata" Yagisita, "Zuntata" Sousukun

Director: Masaki Ogata, Ichiro Fujisue, Fujiwaran X


$end

#-----------------------------

#Dead Eye

$info=deadeye,
$bio

Dead Eye (c) 10/1978 Meadows.


$end

#-----------------------------

#Defence Command

$info=defence,
$bio

Defence Command (c) 1981 Outer Limits.

This game is a bootleg of Defender.


$end

#-----------------------------

#Defend the Terra Attack On The Red UFO

$info=redufo,
$bio

Defend the Terra Attack On The Red UFO (c) 03/1981.

A bootleg of this game is known as Exodus.


$end

#-----------------------------

#Defender

$info=defender,defendg,defendw,
$bio

Defender (c) 12/1980 Williams.

A bootleg of this game is known as Defence Command, and one other also known as Defense Command.


- STAFF:


Designed and programmed by Eugene Jarvis, Larry DeMar, Sam Dicker, and Paul Dussault.


- TRIVIA:


The macho man's game!!
Defender was noted for its sound and visual effects, and extremely hard gameplay.
That didn't stop players from racking up millions of points on the game.

Literally minutes from the opening of the AMOA Jarvis and his team were burning new ROMs for the display game due to the fact they plugged the first burn into the board backwards and fried them!
Due to the intimidating controls, no one played the game and there were even rumors saying Pac Man and Defender would bomb and Rally-X would be the next hit.

Not only did Defender have the most buttons to use during gameplay (It had 5 buttons, plus a joystick) but it was also the first game to have events occur outside of the players main screen.


- TIPS & TRICKS:


There are reverse lines for swarmers and mutants (sometimes called the "International Date Line").
If this line is between you and the type of enemy in question, they will travel the opposite direction around the planet to get you. (I.e. they won't cross this line to get to you.)
If a mutant, say, is following you and you cross the mutant reverse line (to the left of the Big Mountain) it will suddenly reverse direction and go around the other way.
The same is true for the swarmer reverse line (located approximately where your ship starts each wave).
This doesn't affect swarmers that you are following behind.
If you're on one side of the line and a pod is on the other and you shoot it open the swarmers will fly away from you and you can get in behind them immediately.
The best use of these lines is where there are lots of swarmers and/or mutants that you don't want to hassle with.
You stay near the line in question and go back and forth over it to keep the enemy in question on the other side of the planet.
Especially useful in space and waves that get really hairy.


You can freeze a Defender machine by picking up all ten humans (on any wave, but Wave 1 is your greatest chance at success), stopping all forward motion of your ship, quieting the screen down (i.e. having no enemies moving around on it) and setting all the humans straight down quickly.
This seems to work better were the terrain is very close to the bottom of the screen.
Every thing will freeze, but you can still move your ship up and down.
Thrusting will break the spell, so to speak.
If you do pick a spot with shallow terrain, some humans will go thru the bottom of the screen and appear suspended in midair near the top.
This trick is good during marathon games when you've reached Wave 256 and need a breather.


Some top players begin each round by shooting their own men, except for one, which they pick up.
This keeps mutants from developing, but it also means that the world explodes if you crash.
It probably goes without saying that this can be considered an -advanced-  trick...


When you get your last official guy before 1,000,000 pts, every time you score, you'll get an extra man.
The trick was to win 100+ ships between 990,000 and 1,000,000, thus fooling the game based on where score rolls over rather than where ships roll over.
The version where you win 100+ ships has been tested, the version where you win 256+ ships never was because:

a. For every point scored in Defender from 990,000 to 999,975 you will win one extra ship and smart bomb.

b. If you suicide on something, including a shot but not including hyperspace (because dying from hyperspace awards no points), you will lose one ship, but also gain one (net effect on ships is zero) plus one smart bomb.

c. For winning n ships in Defender from 990,000 to 999,975, including suicides, you will have to wait n x 10,000 points after passing 1M before the game's accounting balances and it awards ships properly at 10,000 point intervals again.

d. The score returns to zero every 1 million, meaning that if you had won 100 ships the machine would have to wait 1 million points to begin awarding ships again.
However, since 1 million is equivalent to zero it awards them immediately at 1,010,000.

- or -

e. Being an 8-bit game, 255 ships is the maximum recognized.
256 ships/smart bombs is treated as zero.
If you win exactly 256 ships during this period the machine will think you have won none and thus begin awarding ships immediately at 1,010,000. (This one has not been verified -- rb)


In either case, you get to keep your surplus ships and bombs and can have super long turns where you bomb 2 to 3 times per wave to get out of dangerous situations.


$end

#-----------------------------

#Defense Command

$info=defcmnd,
$bio

Defense Command (c) 1980

This game is a bootleg of Defender.


$end

#-----------------------------

#Demolition Derby

$info=demoderb,demoderm,
$bio

Demolition Derby (c) 1984 Bally Midway.


- STAFF:


Designed and programmed by Arcade Engineering.


- TRIVIA:


Demolition Derby came in a two-player upright cabinet and a four-player flat table that players stood around.


$end

#-----------------------------

#Demon

$info=demon,
$bio

Demon (c) 1982 Rock-Ola.


- TRIVIA:


Demon was created on Cinematronics' vector hardware by Rock-Ola.
The flickering is normal :)


$end

#-----------------------------

#Demon's World

$info=demonwld,demonwl1,
$bio

Demon's World (c) 1990 Toaplan.

This game is also known as Horror Story.

Was Licensed to Taito for Japan manufacture and distribution.


- UPDATES:


Demonwld (Toaplan copyright) has a different game level sequence compared to the Taito licensed version.


$end

#-----------------------------

#Depthcharge

$info=depthch,
$bio

Depthcharge (c) 09/1977 Gremlin.


$end

#-----------------------------

#Desert Assault

$info=dassault,dassaul4,
$bio

Desert Assault (c) 03/1991 Data East.

This game is known outside US as Thunder Zone.


$end

#-----------------------------

#Desert Gun

$info=desertgu,
$bio

Desert Gun (c) 07/1977 Midway.


$end

#-----------------------------

#Destination Earth

$info=desterth,
$bio

Destination Earth (c) 1979

This game is a bootleg of Lunar Rescue.


$end

#-----------------------------

#Destroyer

$info=destroyr,
$bio

Destroyer (c) 10/1977 Atari.


- STAFF:


Designed and programmend by Mike Albaugh.


$end

#-----------------------------

#Detana!! Twin Bee

$info=detatwin,
$bio

Detana!! Twin Bee (c) 1991 Konami.

This game is known outside Japan as Bells & Whistles.


- STAFF:


Director: M. Ohsawa

Programmer: T. Shimomura

Designer: R. Shogaki, H. Ashida, K. Ishimoto

Animation: Shuzilow. Ha

Sound design: H. Maezawa, M. Yamane, M. Nakashima

Engineer: H. Matsuura


$end

#-----------------------------

#Devastators

$info=devstors,devstor2,devstor3,
$bio

Devastators (c) 09/1988 Konami.

This game is known in Japan as Garuka.


- STAFF:


Steve Kaufman, Frank Bundra, Frank Pellegrini, Mari Hermanson


$end

#-----------------------------

#Devil Fish

$info=devilfsh,devilfsg,
$bio

Devil Fish (c) 06/1982 Artic Electronic.


$end

#-----------------------------

#Devil World

$info=devilw,
$bio

Devil World (c) 10/1987 Konami.

This game is also known as Dark Adventure, and in Japan as Majuu no Ohkoku.


$end

#-----------------------------

#Devil Zone

$info=devzone,
$bio

Devil Zone (c) 1980 Universal.


$end

#-----------------------------

#Dharma Doujou

$info=dharma,
$bio

Dharma Doujou (c) 04/1994 Metro.


$end

#-----------------------------

#Diamond Run

$info=diamond,
$bio

Diamond Run (c) 1989 KH Video.


$end

#-----------------------------

#Dig Dug

$info=digdug,digdugat,dzigzag,digdugb,
$bio

Dig Dug (c) 01/1982 Namco.

Licensed to Atari. (05/1982)


- TRIVIA:


Dig Dug was NOT the first game that Atari licensed from Namco, as is common belief.
That honor goes to F-1, the "3D" racing game that projected a race track on a screen using a rolling film.

Nobody in Atari coin-op liked DIG DUG, the company's first Japanese import, except for BRIAN MCGHIE, now with STARPATH.
It was McGhie who added the finishing touches to DIG DUG.

The first video game advertised in movie theaters as a 142 second movie trailer satire.
It was put together by Young and Rubicam over a 5 day shoot and featured that talents of Jim Spencer from the Poltergeist FX crew.


- TIPS & TRICKS:


*Dig Dug Bug*
Get either a Pooka or Fygar right on your tail, then pump him up but not so much that he explodes.
Do this right near a rock--be warned that this is rather tricky.
The idea is to loosen the rock when the enemy is almost fully inflated, get out of the way, then do a quick reverse and finish off the enemy at exactly the same time as he is crushed by the rock (avoiding the rock yourself, of course).
This will confuse the game and all enemies on the current level will disappear leaving you to aimlessly dig tunnels through the dirt.
You will not progress to the next level until you drop another rock.


If you want to be extra greedy and get more points, eat all the dirt on the level.
Leave only two enemies (because they will speed up, and three is too hard to handle).
You don't need to eat every little bit of dirt (you can leave long passageways to slow down the enemies).
Also leave only pookas, since the fygars can burn you through the dirt.


After level 12, the screens repeat in waves of 4.
There are patterns for these levels.
Also, after level 36, all the enemies will speed up.
You will have to use new patterns for all the other levels again.


This game does NOT give extra man after 900,000.
The score will flip over at 1,000,000.
It is very easy to get a score of 999,990 by eating dirt for ten points per section.


At level 256 the game will start over at level 1 and get easy again.
But you will never get another extra man.


- SERIES:


1. Dig Dug

2. Dig Dug II


$end

#-----------------------------

#Dig Dug II

$info=digdug2,digdug2o,
$bio

Dig Dug II (c) 03/1985 Namco.


- SERIES:


1. Dig Dug

2. Dig Dug II


$end

#-----------------------------

#Digger

$info=digger,
$bio

Digger (c) 09/1980 Gremlin / Sega.


$end

#-----------------------------

#Digger Man

$info=
$bio

Digger Man (c) 01/2000 Gameroom.


$end

#-----------------------------

#Dingo

$info=dingo,
$bio

Dingo (c) 1983 A.C.G. (Ashby Computers and Graphics)

Licensed to Jaleco.


$end

#-----------------------------

#Dino Rex

$info=dinorex,dinorexu,dinorexj,
$bio

Dino Rex (c) 11/1992 Taito.


- STAFF:


Game Design: Project D-Rex

Planner & Director: Senba Takatsuna, Kimura Chiho

Programmer: Nakamura Yasuhito, Iromust TMR, Tarabar, KZN, NOB, Okamoto Masahiro, Shinma Takayuki

Special Programmer: Fujisue Ichiro

Hard Ware: Kawamoto Toshihiko

Decorator: Takenami Toshiyuki

SounD Director: Yamada Yasuko (Zuntata)

Sound Compozer: Tono (Zuntata), V. Ohashi (Pinch Panchi)

Sound Effect: Pinch Panchi, Yamada Yasuko (Zuntata)

Planning Support (Thanks): Tomita Takaaki, Abe Naomitsu, Tsuda Yousuke

Software Support (Thanks): Kuroki Naoya, Kinoshita Masaya, Tany, Yagi Chan

Bit Pattern (Character): Senba Takatsuna, Kimura Chiho, Abe Naomitsu, Tsuda Youske

Bit Pattern: Kikuchi Masami, Oh!No! Tomohiro, Miyazawa Takayuki, Joney Moriyama, Angel Ushiroda, Vinus Terakoshi

Rastan 3 Design by Fujita Makoto

Title Present by Ishii Hide

Cast: Ho Lee Chan, CP-Suger, Feti Oyabin, Angelliena, Papawa 30

Producer: Ogata Masaki, Fujisue Ichiro, Senba Takatsuna


$end

#-----------------------------

#Dirt Fox

$info=dirtfoxj,
$bio

Dirt Fox (c) 06/1989 Namco.


$end

#-----------------------------

#Disco Mahjong Otachidai no Okite

$info=otatidai,
$bio

Disco Mahjong Otachidai no Okite (c) 01/1995 Sphinx.


$end

#-----------------------------

#Disco No.1

$info=disco,discof,
$bio

Disco No.1 (c) 1982 Data East.


$end

#-----------------------------

#Discs Of Tron

$info=dotron,dotrone,
$bio

Discs Of Tron (c) 03/1983 Bally Midway.


- TRIVIA:


Discs of Tron was originally designed to be a part of the original Tron coin-op, but was cut out at the end, and set aside for refinement and release as a stand-alone coin-op in its own right.


- UPDATES:


Discs of Tron 'environmental' is different from it's 'upright' counterpart in a few ways:
1) EPROM data was different (for video & CPU).
2) Additional PCB boards, including sound, speech, and light sequencer boards and relays.
3) the upright supports two players.
4) On the attract mode for the upright, points are displayed for derezing a disc.


- SERIES:


1. Tron

2. Discs of Tron


- STAFF:


Designed and programmed by John Pasierb, Bill Adams, George Gomez, Atish Ghosh, and Earl Vickers.


$end

#-----------------------------

#Do! Run Run

$info=dorunrun,dorunru2,dorunruc,
$bio

Do! Run Run (c) 1984 Universal.

This game is known in Japan as Super Pierrot.


- UPDATES:


The maze graphics are slightly different than the Japanese version.


- TIPS & TRICKS:


Try to make concentric circle patterns from the outermost edge in, "eating" the outermost cherries, dots or whatever each time.
This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult.


$end

#-----------------------------

#DoDonPachi

$info=ddonpach,
$bio

DoDonPachi (c) 1997 Atlus / Cave.


- SERIES:


1. DonPachi

2. DoDonPachi

3. DoDonPachi II - Bee Storm

4. DoDonpachi Dai-Ou-Jou


$end

#-----------------------------

#Dog Fight

$info=dogfight,
$bio

Dog Fight (c) 1983 Thunderbolt.


$end

#-----------------------------

#Dog Patch

$info=dogpatch,
$bio

Dog Patch (c) 09/1978 Midway.


$end

#-----------------------------

#Dog-Fight

$info=dogfgt,
$bio

Dog-Fight (c) 1984 Technos.


- STAFF:


R. Hagiwara, Miyuki. Ohashi, Kaori. Ohta, Bug!Nishimura, Kyoichi. Hara


$end

#-----------------------------

#Dogosoken

$info=dogosoke,
$bio

Dogosoken (c) 1986 SNK.

This game is known outside Japan as Victory Road.


- SERIES:


1. Ikari Warriors

2. Dogosoken

3. Ikari III - The Rescue


$end

#-----------------------------

#Dogyuun

$info=dogyuun,
$bio

Dogyuun (c) 10/1992 Toaplan.


$end

#-----------------------------

#Dokaben

$info=dokaben,
$bio

Dokaben (c) 03/1989 Capcom.


- SERIES:


1. Dokaben

2. Dokaben 2


$end

#-----------------------------

#Domino Man

$info=domino,
$bio

Domino Man (c) 12/1982 Bally Midway.


- TRIVIA:


The main character in the game (as well as the bartender in Tapper and one of the lumberjacks in Timber) is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time.


- STAFF:


Designed by Marvin Glass.

Programmed by Richard, and Elaine Ditton.

Graphics by Scott Morrison.


$end

#-----------------------------

#Dominos

$info=dominos,
$bio

Dominos (c) 01/1977 Atari.


$end

#-----------------------------

#Dommy

$info=dommy,
$bio

Dommy (c) 1983 Technos.


$end

#-----------------------------

#Don Doko Don

$info=dondokod,dondokdu,dondokdj,
$bio

Don Doko Don (c) 07/1989 Taito.


- STAFF:


Producer: S. Kawakami, T. Matumoto, H. Sakoh

Software: K. Ishida, M. Kinoshita

Character: S. Kawakami, Y. Ishikawa, Y. Abechan, M. Ishino, K. Numata, K. Igarashi, T. Shinoda, V.A.P.

Sound: (Zuntata) M. Takagi, Y. Yamada

Hardware: K. Fugimoto, Who Manchu

Design: H. Nagai, V.A.P.


$end

#-----------------------------

#Donkey Kong

$info=dkong,dkongjp,dkongjo,dkongjo1,
$bio

Donkey Kong (c) 07/1981 Nintendo.


- STAFF:


Designed by Shigeru Miyamoto.

Programmed by Gunpei Yokoi.


- TRIVIA:


Donkey Kong was the first multi-playfield game.
Was a quick replacement for an excess stock of cabinets for a poor game called Radarscope.
Mario was given his name in the original Donkey Kong game.
(Some believe he wasn't named Mario until DK Jr.).
In Donkey Kong, Mario's career was a carpenter.


- UPDATES:


In the older versions of the game you can stay at the top of a ladder, and a barrel will never come down the ladder to hit you.
They later changed it so that a barrel comes down most of the time.


- TIPS & TRICKS:


There are a series of patterns which work for Donkey Kong and Crazy Kong.
They don't work all the time, but 90% is pretty  much better than nothing.

This one seems to work on nearly all of the 'rivets' levels.
When you start, go up the ladder immediately to the left, turn right, and remove the rivet in front of you.
Cross over to the nearest ladder to the right and go up it,followed by removing the rivet immediately to the left, and go up the ladder to the left.
Repeat this snakelike maneuver until you've removed all of the rivets on the left-hand side of the screen.


Once you're on the top level, jump over the newly-formed gap to your right, grab the umbrella and climb down the ladder directly below you.
When you're on the platform just under DK, run right and grab the hammer as soon as it's safe.
Kill any fireballs in the immediate area, but the important thing to remember is that you must remove the rivet on the right.
As soon as you've done that, stay on the little island on the right you've created, killing any fireballs that wander into range from any direction; you'll be relatively safe as any 'resurrected' fireballs will appear on the left-hand side of the screen.


When the hammer runs out, climb up the ladder on the right-hand side and remove the rivet on the top level(immediately to DK's right).
Climb down, and go after the two remaining rivets as and when it's safe.


This may be a bug or it may just be a special part of the game.
If you finish ANY round with the last three numbers in the time left are at 300 (it may have been 400 or 500) it will give you an extra 100,000 points.
Just sit there until the timer is at the right number then finish.
(NOTE: This tip is reportedly for a DK clone called "Donkey King", -not- the real DK... --RB)


On the rivet levels (where DK falls) if you make it to the top level along w/ DK himself and position yourself very near but not touching..
You will get 100 points for each time you jump in the air.
Doesn't add up too quickly but it's fun to do... possibly the first 'taunt' move in video games.


Also on the rivet levels:
If you find yourself hemmed in by fireballs at the edge of the screen, a good last-resort move is to jump off the edge of the level.
Mario will "bounce back" to the level after a short delay, during which the fireball may have moved somewhere else.


This trick works only with the Japanese version of DK:
On the "barrel" levels, you can stay on a ladder without worrying about the barrels coming down and hitting you
Just make sure that Mario's hand is touching the top of the girder (so that it looks like the barrels are rolling over his hand).
As long as you're in this position, no barrel will ever come down your ladder.


At advanced levels, the girder screen gets harder and harder with girders bouncing faster.
A trick that will make these girder screens easier:

1) Get as close to the bouncing girder as possible. (Experiment to find the right position for Mario)

2) Notice when Mario's girlfriend says "HELP!" and count the girders going by.
After *four* girders have gone by, head for the ladder.
If you time it right, you will make it up the ladder.


- SERIES:


1. Donkey Kong

2. Donkey Kong Junior

3. Donkey Kong 3


$end

#-----------------------------

#Donkey Kong 3

$info=dkong3,dkong3j,
$bio

Donkey Kong 3 (c) 10/1983 Nintendo.


- STAFF:


Designed and programmed by Shigeru Miyamoto.


- SERIES:


1. Donkey Kong

2. Donkey Kong Junior

3. Donkey Kong 3


$end

#-----------------------------

#Donkey Kong Junior

$info=dkongjr,dkongjrj,dkngjnrb,dkngjnrj,dkongjrb,
$bio

Donkey Kong Junior (c) 08/1982 Nintendo.


- STAFF:


Designed and programmed by Shigeru Miyamoto, M. Yamamoto, K. Nishizawa, Masayoshi.O, H. Hoshino


- TIPS & TRICKS:


This will let you play forever.
Start the game with both players.
Play your first player just like normal.
Then when you die and you are on the second player you will have to move DkJr all the way to the right as far as you can go.

You will be hanging off the ledge almost all the way.
Then you have to wait for one of the traps to go down the rope that is above you and to the right.
When the trap drops off the rope you have to time a jump to the right so you will hit the trap and the water at the same time.

If you do it right you will start the number one guy without losing a man.
And if you can get the move down you can play forever.
Just repeat every time you lose with the first guy.
There is a side effect to doing this: you will get to put  your high score/name in as many times as you did the trick right.
So if you did it 4 times you will get to put your name up 4 times.
Kinda cool huh?

Just a small addition to the extra life trick on Donkey Kong Jr: When player 2 does the trick, player 1 will start again on the first screen of whatever level he is on - not the screen he died on.


- SERIES:


1. Donkey Kong

2. Donkey Kong Junior

3. Donkey Kong 3


$end

#-----------------------------

#DonPachi

$info=donpachi,donpachk,
$bio

DonPachi (c) 11/1995 Atlus / Cave.


- SERIES:


1. DonPachi

2. DoDonPachi

3. DoDonPachi II - Bee Storm

4. DoDonpachi Dai-Ou-Jou


- STAFF:


Producer: K. Takano

Program: T. Ikeda, T. Tomizawa, H. Uchida, R. Yabuki

Graphic: A. Aburatani, K. Asaba, J. Fujisaku, R. Nitta, N. Ogihara

Sound: R. Yabuki


$end

#-----------------------------

#Dottori Kun

$info=dotrikun,dotriku2,
$bio

Dottori Kun (c) 1990 Sega.


- SERIES:


This is a game that Sega used to test the hardware it was developing during the late 1980s through the early 1990s.
It was never fully developed or intended to be released to the public.


- UPDATES:


There is a new version and an old version.
The old version has a white background and all sprites are in black, the new version reverses that.


$end

#-----------------------------

#Double Axle

$info=dblaxle,
$bio

Double Axle (c) 09/1991 Taito.

This game is known in Japan as Power Wheels.


$end

#-----------------------------

#Double Dragon

$info=ddragon,ddragonb,ddragonu,
$bio

Double Dragon (c) 08/1987 Technos.

This game was licensed to Taito for manufacture and distribution in America and Europe. (07/1987)


- TRIVIA:


One of the most infamous arcade titles of the mid-1980's, Double Dragon popularized a new genre of action games known as the "side-scrolling beat-em up."
The game was such a huge hit, that when the home version finally came out, the game box advertised, "You'll never have to stand in line to play Double Dragon again!"
The character names are loosely derived from the Bruce Lee film, "Enter the Dragon."


- UPDATES:


The Original japanese version by Technos has a different storyline than the one used by Taito in the International version.


- TIPS & TRICKS:


Here's how to get infinite points in Double Dragon:

Level One, one player grabs the whip when it comes out.
The other player relieves the enemy who walks out with a bat of that bat.
But he does *not* kill said enemy.
Continue moving on until you're at the end of stage one.
At this point the player WITHOUT the whip grabs the now batless enemy.
The other player finishes the stage.
Note that when the boss man is dead, the clock stops running down.
Then the player tortures the batless one with the whip.
200 points per pop, and the enemy will NEVER die.
Switch to non-whip attack to kill him, and resume normal play.


To easily get through the whole game, use the following strategy.
When an opponent is coming towards you from one direction, face the opposite direction.
When the enemy is at arm's length, do an elbow smash.
The enemy will go flying forward.
While the opponent is still on the ground, face away from him/her and repeat the process.
Now, you can defeat enemies without them attacking.
This strategy also works for bosses.


Notice that player one gets all the points for certain weapons.
Notably the barrel, which is important because it is reusable.
Should player one die off while player two is still alive, player one continues to get points for the barrel.
If this gets him over the extra-man mark, he gets a ghost player, which is limited in the kinds of things he can do.


At the end of some levels you can throw your weapons onto the next stage.
Normally you discard them, but you can cheat.
This works well on level 1, for instance.
When at the end of the level, just after you kill the boss, move to the extreme right of the level, as far as it will scroll.
Jump up just as the level ends and scrolls to the next one, if you time it right you will let go of your weapon in mid air and it will fall onto the next stage where you can just about pick it up at the very left of the screen!


- SERIES:


1. Double Dragon

2. Double Dragon II - The Revenge

3. Double Dragon 3 - The Rosetta Stone


- STAFF:


Director & Producer: Yoshi Kishi

Programmers: Hiroshi Satoh, Tomoyasu Koga, Nari Nishimura, Hideshi Kaneda

Animation: Koji Ogata

Character Designer: Koji Kai

BGM: Kazu Yamane

SFX: Kenichi Mori

Art Staff: Kumiko Mukai, Mizuho Yama, Akemi Tasaki, Misae Nakayama, Masao Shiroto

Director & Game Designer: Shinichi Saitou


$end

#-----------------------------

#Double Dragon (Neo Geo)

$info=doubledr,
$bio

Double Dragon (c) 02/1995 Technos.


- TRIVIA:


Double Dragon was Techno's first game for the Neo-Geo.

This game is based on the movie.


- TIPS & TRICKS:


*Alternate costume colors*
Press B, C or D when selecting a fighter.


- STAFF:


Aoni Production: Yasuaki Sumi

Program: Tadamichi Obinata, Naoki Kashiwabara, Shinji Hirao, Yasuhiro Matsumoto

Graphic: Takumi Ishikawa, Seiichiro Ishiguro, Fujimi Oonishi, Kazutaka Oohashi, Satoshi Kazato, Takahide Koizumi, Chihiro Kushibe, Takeyoshi Suzuki, Katsuhiro Nakamura, Akiko Maruyama, Kazumi Minagawa, Koji Ogata, Koji Yamada, Hideki Hoshiya

Planner: Muneki Ebinuma, Minoru Yamaguchi

Sound Program & Tools: Robert C. Ashworth

Sound Effects: Taku

Composer: Kiyomi Kataoka, Chiaki Iizuka, Reiko Uehara, Fumiko Suzuki

Guitar: Osamu Sakai

Genic: Akira Kitsuno, Keinosuke Akichi, Norihiko Yonesawa

Espo Corp.: Seiji Kawakatsu, Daisuke Hatakeyama, Kei Tamura

Madhouse: Yoji Takae

Illustration: Tusguyuki Kubo

J.C. Staff: Tomoko Kawasaki, Eiichi Endou, Nobuko Ogino

Leader: Kazuyuki Kurata

Boss: Kunio Taki


*CAST*

Billy: Hikaru Midorikawa

Jimmy: Kaneto Shiozawa

Marian: Yuka Koyama

Abobo: Daisuke Gouri

Amon: Kaneto Shiozawa

Eddie: Yukimasa Kishino

Rebecca: Keiko Han

Dalton: Yusaku Yura

Cheng-Fu: Hisao Egawa

Burnov: Daisuke Gouri

Duke: Hisao Egawa

Shuko: Osamu Saka

Narration: Miyako Endou


$end

#-----------------------------

#Double Dragon 3 - The Rosetta Stone

$info=ddragon3,ddrago3b,
$bio

Double Dragon 3 - The Rosetta Stone (c) 01/1991 Technos.


- SERIES:


1. Double Dragon

2. Double Dragon II - The Revenge

3. Double Dragon 3 - The Rosetta Stone


- STAFF:


Programmers: N. Takioka, E. Ogura, Y. Katsumata

Designers: K. Ichikawa, T. Irisawa, T. Chida, J. Hasepin, H. Nagoshi, U. Hoshino

Audio: A. Inoue, T. Nozaki


$end

#-----------------------------

#Double Dragon II - The Revenge

$info=ddragon2,ddragn2u,
$bio

Double Dragon II - The Revenge (c) 1988 Technos.

This game was licensed to Romstar for US manufacture ans distribution. (01/1989)


- TRIVIA:


Unlike the original Double Dragon, the controller configurations for part two were changed from standard punch and kick buttons to the more awkward left attack and right attack buttons (much like Renegade).
While Double Dragon II was relatively successful, it never quite drew the crowds of the original.


- SERIES:


1. Double Dragon

2. Double Dragon II - The Revenge

3. Double Dragon 3 - The Rosetta Stone


$end

#-----------------------------

#Double Drible - The Ultimate Basketball Game

$info=ddribble,
$bio

Double Drible - The Ultimate Basketball Game (c) 01/1987 Konami


- TRIVIA:


This game was Konami's second basketball game, the first is Super Basketball.


$end

#-----------------------------

#Double Dynamites, The

$info=dbldyn,
$bio

The Double Dynamites (c) 1989 Seibu Kaihatsu.

Was licensed to Fabtek for US manufacture and distribution.

This game is also known as Dynamite Duke.


- UPDATES:


This is a two simultaneous version of Dynamite Duke.


- STAFF:


Directed by Hitoshi Hamada.

Executive Producer: Kengo Kondo

Assistant Directir & Editor: Kohki Yamate

Chief Programer: Tetsuya Kawaguchi

Music COmposed by Akira Satoh.

Sound Effects: Hitoshi Hamada

Art Directir: Masao Matsuzawa

Set Decorator: Takahide Wada

Special "Boss" Effects created by Showichi Yano.

Special Zombies Effects created by Hirdaki Ohtake.

Mechanical Effects / Car Stunt Coordinator / Helicopter Pilot: Toshinobu Komazawa

Designers: Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showich Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki

The Original Story written by Takahide Wada.

Best Boy: Sue-San

Special Animation Coordinator: Suichi Mori

Special Visual Effects Superviser: Takumi Takano

Technical Consultant & Herdware Designer: Yukinojoe Segawa


"to the memory of Hironori Watsuo"


$end

#-----------------------------

#Double Play

$info=dplay,
$bio

Double Play (c) 04/1977 Midway.


$end

#-----------------------------

#DownTown

$info=downtown,
$bio

DownTown (c) 08/1989 Seta.

Licensed to Romstar for US manufacture and distribution.


- STAFF:


Produced by: Jun Fujimoto

Game designed by: Team "Tam Chan", Jun Fujimoto, K1 Nakanishi, Kumulin Asako, Kasazy Miyuki

Game Program: K1 Nakanishi

Character Design: Asako Kumura, Miyuki Kasajima

Help Character Design: Tomokazu Sunaga

Scroll & Map Design: Asako Kumura

Attribute Data: Blue

Music: Goblin Sound

Featuring: Zero Yotsumoto

Sound Effects: Natsu System

PCM16 Music System: Katsuji Nagai, Takayuki Suzuki, Noboru Miyanari

Board Design: Keiji Ishikawa


$end

#-----------------------------

#Dr Sparkz Lab

$info=sparkz,
$bio

Dr Sparkz Lab (c) 1992 Atari Games.


- STAFF:


Project Leader: Kelly Turner

Programmers: Matt Setzer, Kelly Turner, Norm Avellar

Graphics: Mark Pierce

Engineer: Brian T. McKee

Additional Design: Kelly Turner, Mark Pierce

Technician: Glen McNamara

Audio: Brad Fuller

Product Manager: Linda Adam

Team Leader: John Ray


$end

#-----------------------------

#Dr. Toppel Tankentai

$info=drtoppel,
$bio

Dr. Toppel Tankentai (c) 1987


$end

#-----------------------------

#Drag Race

$info=dragrace,
$bio

Drag Race (c) 06/1977 Atari.


- STAFF:


Designed and programmend by Mike Albaugh.


$end

#-----------------------------

#Dragon Breed

$info=dbreed,
$bio

Dragon Breed (c) 06/1989 Irem.


$end

#-----------------------------

#Dragon Buster

$info=drgnbstr,
$bio

Dragon Buster (c) 01/1985 Namco.


$end

#-----------------------------

#Dragon Punch

$info=drgpunch,
$bio

Dragon Punch (c) 1989 Dynax.

Licensed to Log.

This game is also known as Sports Match.


$end

#-----------------------------

#Dragon Saber

$info=dsaber,dsaberj,
$bio

Dragon Saber (c) 12/1990 Namco.


- SERIES:


1. Dragon Spirit

2. Dragon Saber


$end

#-----------------------------

#Dragon Spirit

$info=dspirit,dspirito,
$bio

Dragon Spirit (c) 06/1987 Namco.


- SERIES:


1. Dragon Spirit

2. Dragon Saber


- STAFF:


Character Design: Macchan

Monster Design: Tatsuya

Graphic Design: Arakawa Da!

Music Composer: Megaten Hosoe

Game Program: Kyota

Technical Support: Fresh Yama Take & Har Ware Engineer Staff, Devil Nakamura, Sexy Akina

Game Design: Ojisan Trio Plus 1

Director: Yoko Boss

Special Guest: Takky Takahashi

Management: Uncle Ashinaga


$end

#-----------------------------

#Dragon Unit

$info=drgnunit,
$bio

Dragon Unit (c) 06/1989 Seta.


- STAFF:

Producer: Sakae Nakamura

Game Director: Crazy Tom

Game Designer: Minoru Esaki

Composer: Shotaro Sasaki

Manupilater: Kouichi Ishibashi

Map Designer: Yoshie Ishiyama

Extra Debuger: Undead Tamai, Zensack Yamamura

Programmer: Tom_boy

Animator: Super Esaki

Sound Mixer: Enjoy Sasaki

Hardware Service: Drunkard Nonaka


$end

#-----------------------------

#Dragonninja

$info=drgninja,
$bio

Dragonninja (c) 1988 Data East.

This game is known in US as Bad Dudes vs. Dragonninja.


- TRIVIA:


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


- STAFF:


Planning: Makoto Kikuchi

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

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

Sound: Azusa Hara, Maro


$end

#-----------------------------

#Dramatic Adventure Quiz Keith & Lucy

$info=keithlcy,
$bio

Dramatic Adventure Quiz Keith & Lucy (c) 1993 Visco.


$end

#-----------------------------

#Dream Shopper

$info=dremshpr,
$bio

Dream Shopper (c) 1982 Sanritsu.


$end

#-----------------------------

#Dream Soccer '94

$info=dsoccr94,dsccr94j,
$bio

Dream Soccer '94 (c) 1994 Irem.


- STAFF:


Game Design: G.M.C. Nya

Graphic Design: M. Kawai, K. Iwasaki, S. Otani, K. Ogawa, Ken.Kui, J. Adachi, Nakano!

Program: M. Niga, S. Hamada, T. Yokota, Y. Nakatsuka

Sound: R. Hirashima, K. Okamoto

Data East Bug Tori-S: Zou6, Debari Sushi.


$end

#-----------------------------

#Dribbling

$info=dribling,driblino,
$bio

Dribbling (c) 1983 Model Racing.

Licensed to Olympia.


$end

#-----------------------------

#Drift Out '94 - The Hard Order

$info=drifto94,
$bio

Drift Out '94 - The Hard Order (c) 1994 Visco.


- SERIES:


1. Drift Out

2. Drift Out '94 - The Hard Order

3. Neo Drift Out - New Technology


- STAFF:


Produce: Tetsuo Akiyama

Direction: Don Gabacyo

Assistance: Yasuhisa Itoi

Programming: Basser Teramachi, N. Matsudaira., Ueshima, Katsumi Kikumasa


*Designing*

Cargraphics 3D-CG Design: Hideki Tajima

Cargraphics Production Design: Yasu.MK2

Background Design: H. Maehara, Inurou, Sailor Nabe, Chido., Nobuo. W


Sound Music: Opus Corp, J. Enoki

Cooperation: Mitsubishi Motors, Ralli Art, Rally XPress, Rover, Subaru, Toyota, Volswagen Audi Nippon KK


$end

#-----------------------------

#Drift Out

$info=driftout,
$bio

Drift Out (c) 10/1991 Visco.

A bootleg of this game is known as Drive Out.


- SERIES:


1. Drift Out

2. Drift Out '94 - The Hard Order

3. Neo Drift Out - New Technology


- STAFF:


Producer: Tetsuo Akiyama

Director: Don Gabacho

Assistant Director: Keisuke Usami

Programmer: Nadu.S, Tera.Bat, Koizumi Pharmacy

Character Design: Tel.Yamada, King Takahashi, Sawayaka Tamura, Yanitei Koneko, Banbara Hiroko, Domi Domi

Sound: Mr. Fukumori, Space Creative


$end

#-----------------------------

#Drive Out

$info=driveout,
$bio

Drive Out (c) 1991

This game is a bootleg of Drift Out.


$end

#-----------------------------

#Dump Matsumoto

$info=dumpmtmt,
$bio

Dump Matsumoto (c) 1986 Sega.

This game is known outside Japan as Body Slam.


$end

#-----------------------------

#Dungeon Magic

$info=dungeonm,dungenmu,
$bio

Dungeon Magic (c) 02/1994 Taito.

This game is known in Japan as Lightbringer.


- STAFF:


Project Leader: Keppel Maekawa
 
Game Design: Keppel Maekawa, Turtle Mizukami, Mucha
 
Software: Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa
 
Character Design: Kawamoyan
 
Character Bit Works: Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Fire Fukusaki, Mochi Mochi Natsuko, Shigeki Yamamoto
 
All Music and S.E.: Nakayama Jyotohei -Zuntata-
 
Music S.E. Director: Hisayoshi Ogura -Zuntata-
 
Instructions: N. Hashizume
 
Image Illustration: Kouichirou Yonemura
 
Hardware Works: Hironobu Suzuki, Katumi Kaneoka


$end

#-----------------------------

#Dungeons & Dragons - Shadow Over Mystara

$info=ddsom,ddsoma,ddsomjr1,ddsomj,ddsomu,ddsomur1,
$bio

Dungeons & Dragons - Shadow Over Mystara (c) 02/1996 Capcom.


- TIPS & TRICKS:


*BUG* (was removed with the later revision.)
Very beneficial trick in some cases but leads to lockups.
Chose a character with a 6-character name (Blue Dwarf and possibly 2 others).
Press the name button and then erase it and start pressing buttons to put your own letters in.
The timer to enter your name will reset as long as you are pressing buttons to enter letters.
What happens is that you can continue to enter more letters than the code expects and you begin to over-write the area of memory that contains character information and inventory.
Depending on what letters you enter and how many you enter you can continue the game at the beginning of the next stage and already be hasted, invulnerable, invisible, possessing powerful weapons, etc.
The character info on screen is all garbled.
Once you make it to the first shop you can drag apparently empty inventory items into the trash for large sums of silver.
The game will lock up quite frequently though - especially when you pick up items that hold specific places in memory.
Try using about 110 'M's for a name.


- SERIES:


1. Dungeons & Dragons - Tower of Doom

2. Dungeons & Dragons - Shadow Over Mystara


- STAFF:


Planner: Kenkun Kataoka, Malachie

Character design: Kinu.Nishimura

Object: "S" is a Criminal, H.Minobe, Shinya.M, Dway Nishimura,Kanako.Takami, Miwa Shigenaga, Toshihiro Suzuki, Kako, Masayo Tsuiimoto, T.Shirahama, Ino, R.Sato, Sa Ga Ta, M.Kondo, Shinz.Sakashita, S.Yamashita, Y.Yamamoto, Dja, Jon, Iwasaki Inukichi, Jun Mathumura 28

Scrool: Nissui, Saru, Shake, Hisoya, S.Kuwatch, J.Son, Ojiji, Takky, Iwai, Meiko.K

Music compose: Koda Masato

Sound design: Moe.T

Sound effect: Moe.T, Hachi Bee, Satoshi Ise

Sound produce: Arcade Sound Team

Programer: O.G.T, Kazuo.Yamawaki, Motsu, Tora&Yume&Hide, Ryota Forever, K.A.T.S.U.O, Knishi-MadDogMc

Original script: Alex Jimenez


$end

#-----------------------------

#Dungeons & Dragons - Tower of Doom

$info=ddtod,ddtoda,ddtodj,ddtodur1,ddtodu,ddtodh,
$bio

Dungeons & Dragons - Tower of Doom (c) 01/1994 Capcom.


- SERIES:


1. Dungeons & Dragons - Tower of Doom

2. Dungeons & Dragons - Shadow Over Mystara


- STAFF:


Dungeon master: Sadamoto.T 11255, Magigi Fukunishi, George Kamitani, Alex Jimenez

Character designer: Hitoshi"T"Nishio, Sinz.Sakashita, Jun Matsumura 25, Youjirou, Yukari Ogawa, Minobeyan, Popozu.Boo,Seigo Kawakami, Masako Sato, Tiyuki Sawada, Takemoto

Artist: Fukumoyan, Ziggy, Miyao Masako, Hisashi Kisanuki, Junsuke, Angus, Hiropon

Programmer: Kazuo Yamawaki, Belphegor Ogachy, Tsutumu Uragou, Teruaki Hirokado, Toshiyuki Furuko

Music composer: Abe "Oyaji" Isao, Anarchy"Takapon", Ok Production

Sound designer: Kajino Toshio, T.K NY


$end

#-----------------------------

#Dyger

$info=dyger,dygera,
$bio

Dyger (c) 04/1989 Philko.


- STAFF:


Program: No Youngho

Graphic: Jang Kyesook, Kwak Wooyong, Nam Hanhee, Choi Kwanghun

Scenario: Kim Yangsu

Music: Lee Jeongkyu, Kim Hyungbum, Cho Kwangho


$end

#-----------------------------

#Dynamic Ski

$info=dynamski,
$bio

Dynamic Ski (c) 1984 Taiyo System.


$end

#-----------------------------

#Dynamite Duke

$info=dynduke,
$bio

Dynamite Duke (c) 1989 Seibu Kaihatsu.

Was licensed to Fabtek for US manufacture and distribution.

This game is also known as The Double Dynamites.


- STAFF:


Directed by Hitoshi Hamada.

Executive Producer: Kengo Kondo

Assistant Directir & Editor: Kohki Yamate

Chief Programer: Tetsuya Kawaguchi

Music COmposed by Akira Satoh.

Sound Effects: Hitoshi Hamada

Art Directir: Masao Matsuzawa

Set Decorator: Takahide Wada

Special "Boss" Effects created by Showichi Yano.

Special Zombies Effects created by Hirdaki Ohtake.

Mechanical Effects / Car Stunt Coordinator / Helicopter Pilot: Toshinobu Komazawa

Designers: Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showich Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki

The Original Story written by Takahide Wada.

Best Boy: Sue-San

Special Animation Coordinator: Suichi Mori

Special Visual Effects Superviser: Takumi Takano

Technical Consultant & Herdware Designer: Yukinojoe Segawa


"to the memory of Hironori Watsuo"


$end

#-----------------------------

#Dynamite Dux

$info=dduxbl,
$bio

Dynamite Dux (c) 1989 Datsu.

This game is a bootleg of Dynamite Dux by Sega.


$end

#-----------------------------

#Dynamite League

$info=dleague,
$bio

Dynamite League (c) 1990 Taito.


$end

#-----------------------------

#Dynasty Wars

$info=dw,
$bio

Dynasty Wars (c) 07/1989 Capcom.

This game is known in Japan as Tenchi wo Kurau.


- TRIVIA:


The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms.


- SERIES:


1. Dynasty Wars

2. Warriors of Fate


- STAFF:


Produce: K Okamoto

Game Design: Poo, S Sato, K Kataoka

Program: Y Mutsunobu, M Kobayashi, Y Tsunasaki

Obj Desig: Kurichan, Y Tamago, M Tanabe, M Matsuura, S Sakashita

Scr Design: Fukumoyan, M Konishi, M Miyao, K Koizumi

Sound Music: M Goto

Illustration: S Shintani


$end

#-----------------------------

#E-Swat Cyber Police - The Ultimate Factor in the Battle Against Crime

$info=eswat,eswatbl,
$bio

E-Swat Cyber Police - The Ultimate Factor in the Battle Against Crime (c) 09/1989 Sega.


$end

#-----------------------------

#E.D.F. - Earth Defense Force

$info=edf,
$bio

E.D.F. - Earth Defence Force (c) 06/1991 Jaleco.


- STAFF:


Program: S A S, Azvear-s

Main graphic: Wan Da You, Ca-Sai, Nekomasa

Sub-graphics: Crayon Gear, Shimizu

Music: Tawada

Produced by Yuki.Arai.


$end

#-----------------------------

#Eagle

$info=eagle,eagle2,
$bio

Eagle (c) 10/1980 Centuri.

This game is known outside US as Moon Cresta.


$end

#-----------------------------

#Eco Fighters

$info=ecofghtr,
$bio

Eco Fighters (c) 12/1993 Capcom.

This game is known in Japan as Ultimate Ecology.


- STAFF:


Object: S.Y, Imomushi, Chama, The Pin K, Dway!, Ovava, Minobeyan, Kakunaka

Scroll: Go, Y.N, May, Ziggy, Oyami, Hiropon

Program: Yuuka, A. Komorini, Tilde.Kaw, Commander Guchi, Some-P

Sound designer: Toshio.K, Hiroaki.K

Music composer: Syun

Voice: Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa

Planner: Meshi, Konou, Etos

Producer: Yokamoto

Original Planner: Mori Keisuke


$end

#-----------------------------

#Eggs

$info=eggs,
$bio

Eggs (c) 09/1983 Universal.


$end

#-----------------------------

#Eight Forces

$info=eightfrc,
$bio

Eight Forces (c) 1994 Tecmo.


$end

#-----------------------------

#Eight Man

$info=eightman,
$bio

Eight Man (c) 09/1991 Pallas / SNK.


- TRIVIA:


This game is based on a Japanese cartoon series fron the 60s.


- STAFF:


Producer: Eikichi Kawasaki

Director: Deru-Deru, Stary Cat

Programmer: Nishidon, Shinchan-SSS

Music composer: Jojoha Kitapy, Yoko, Makiko

Designer: Toyota Pretty, Endress Oki, Crash Master, Shibayan, Muramama, Obata F91


$end

#-----------------------------

#Electric Yo-Yo, The

$info=elecyoyo,elecyoy2,
$bio

The Electric Yo-Yo (c) 06/1982 Taito.


$end

#-----------------------------

#Elevator Action

$info=elevator,elevatob,
$bio

Elevator Action (c) 07/1983 Taito.


- TIPS & TRICKS:


If you've got a man in black on the floor below as you come down in the elevator, jump towards him when you're about halfway down to his floor.
You'll jump straight up against the floor above and then move forward into the bad guy as you come down, either killing him or giving you enough time to duck and shoot.


Shoot all the time, especially when you get at the hard levels.
When you are waiting for an elevator, shoot constantly in the opposite direction.
That way, you will instantly hit an eventual enemy (instead of figuring out how to deal with him AND the guys arriving with the elevator).


At the end of each level, if you get two red doors at opposite sides of the building, go down to the basement and teleport yourself back, instead of jumping back and forth.


- SERIES:


1. Elevator Action

2. Elevator Action Returns


$end

#-----------------------------

#Elevator Action II

$info=elvact2u,
$bio

Elevator Action II (c) 02/1995 Taito.

This game is known outside US as Elevator Action Returns.


- SERIES:


1. Elevator Action

2. Elevator Action II


- STAFF:


Game Design: Y. Tsuda, K. Terada

Programming: Tkhc.03, Iromust, Nob, Y. Mori

Programming Support: Komochi Yagi, A.Kurabayashi

Character Design: M. Kikuchi, M. Fujita, T. Yoshiba, T. Kawaishi, Baw Baw, Y. Kajihara, M. Kamiya, Trd, Tsd, Y. Ishikawa, Y.A.P

BGM Compose: Yack. (Zuntata)

Sound Effect by Zuntata: Babi, Nakanishi, Kamaty

Design: T. Takenami

Hardware: K. Kaneoka

Location Test: M. Fukumoto, N. Omura, R. Matsuse, Piratsuka, T. Koike, Pasona, Alpha Star

Exective Producer: Koichi Nakamura


$end

#-----------------------------

#Elevator Action Returns

$info=elvactr,elvactrj,
$bio

Elevator Action Returns (c) 02/1995 Taito.

This game is known in US as Elevator Action II.


- SERIES:


1. Elevator Action

2. Elevator Action Returns


- STAFF:


Game Design: Y. Tsuda, K. Terada

Programming: Tkhc.03, Iromust, Nob, Y. Mori

Programming Support: Komochi Yagi, A. Kurabayashi

Character Design: M. Kikuchi, M. Fujita, T. Yoshiba, T. Kawaishi, Baw Baw, Y. Kajihara, M. Kamiya, Trd, Tsd, Y. Ishikawa, Y.A.P

BGM Compose: Yack. (Zuntata)

Sound Effect by Zuntata: Babi, Nakanishi, Kamaty

Design: T. Takenami

Hardware: K. Kaneoka

Location Test: M. Fukumoto, N. Omura, R. Matsuse, Piratsuka, T. Koike, Pasona, Alpha Star

Exective Producer: Koichi Nakamura


$end

#-----------------------------

#Eliminator

$info=elim2,elim2a,elim4,
$bio

Eliminator (c) 12/1981 Gremlin.


- STAFF:


Designed and programmed by Larry Clague and Mike Hendricks.


$end

#-----------------------------

#Emeraldia

$info=emeralda,emerldaa,
$bio

Emeraldia (c) 1993 Namco.


$end

#-----------------------------

#Empire City: 1931

$info=empcity,empcityj,
$bio

Empire City: 1931 (c) 12/1986 Seibu Kaihatsu.

This game was licensed by Taito for Japan manufacture and distribution.

Empire City: 1931 is known in Germany as Street Fight.


$end

#-----------------------------

#Empire Strikes Back, The

$info=esb,
$bio

The Empire Strikes Back (c) 03/1985 Atari Games.


- TRIVIA:


Empire Strikes Back was a conversion kit for the original Star Wars machine, but was released in limited numbers and did poorly compared to the original.


- TIPS & TRICKS:


Flying between the legs of Imperial Walkers can yield a rather hefty bonus.
5000 points for the first time, 10000 more points for the second, 15000 additional points for the third, and so on.
The best way to do this is to line up and fly through it from the side.
After flying through, continue forward and the next walker will appear directly ahead.

During the tie fighter sequence, if you shoot the ships before they leave the screen, you will stay focused on the Executor and have a very target-rich environment.

The best way through the asteroid field is to aim for a far corner and stick with it unless you absolutely have to dodge an oncoming asteroid.

It is not obvious, but when the high score list is displayed at any time, you can use the flight yoke to scroll up and down the list to see all of the top 25 players.
Moving the flight yoke far left and far right will switch between the instructions and the high score list.


At the end of the asteroid field, the game says it is awarding points and a Jedi letter.
However, the points are never added to the player's score.

If the player spells "JEDI" at the end of the tie-fighter sequence and dies during the asteroid field, the Jedi bonus timer will continue to run during the attract mode.


The high score list will reset if the Jedi-letter mode is changed on the game options screen.


- STAFF:


Product manager: Mike Hally (Gravitar)

Programmed by Greg Rivera and Norm Avellar.

Technician: Rob Rowe


$end

#-----------------------------

#End, The

$info=theend,theends,
$bio

The End (c) 11/1980 Konami.

Also licensed to Stern for US manufacture and distribution. (10/1981)

A bootleg of this game is known as Omega.


$end

#-----------------------------

#Enduro Racer

$info=enduror,endurobl,endurob2,
$bio

Enduro Racer (c) 09/1986 Sega.


$end

#-----------------------------

#Equites

$info=equites,equitess,
$bio

Equites (c) 1984 Alpha Denshi.

Licensed to Sega.


$end

#-----------------------------

#Escape From The Planet Of the Robot Monsters

$info=eprom,eprom2,
$bio

Escape From The Planet Of the Robot Monsters (c) 06/1989 Atari Games.


$end

#-----------------------------

#ESP Ra.de.

$info=esprade,espradeo,
$bio

ESP Ra.de. (c) 04/1998 Atlus/Cave.


- STAFF:


Producer: Kenichi Takano

Super visor: Hiroyuki Tanaka (Atlus)

Chief programmer: Tsuneki Ikeda

Programmer: Satoshi Kohyama, Ryuichi Yabuki

Chief designer: Junya Inoue

Designer: Akira Wakabayashi, Yuko Nakamura

CG designer: Riichirou Nitta, Atushi Aburano

Sound producer: Junya Inoue

Sound director: Hiroshi Horiguchi (Two Five)

Music composer: Masahiro Kusunoki (Two Five)

Sound effect: Ryuichi Yabuki

Character voice: Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura

Special assist: Toshiaki Tomisawa


$end

#-----------------------------

#Espial

$info=espial,espiale,
$bio

Espial (c) 09/1983 Orca.

Licensed to Thunderbolt.


$end

#-----------------------------

#Euro Champ '92

$info=euroch92,
$bio

Euro Champ '92 (c) 1992 Taito.


$end

#-----------------------------

#Euro League

$info=wc90b,
$bio

Euro League (c) 1989

This game is a bootleg of World Cup '90.


$end

#-----------------------------

#Exciting Hour - The Prowrestling Network

$info=excthour,
$bio

Exciting Hour - The Prowrestling Network (c) 1985 Taito.

This game is known outside Japan as Mat Mania - The Prowrestling Network.

The 2 players version of this game is known as Mania Challenge.


- TIPS & TRICKS:


First do the usual things in the game (a few punches and body slams) until you can get a pile driver on your opponent.
Once you get that first pile driver, simply pick up your opponent and throw him into the ropes.
Allow him to just ram into you - you will both go down.
Now just pick him up and give him another pile driver and then throw him again into the ropes and allow him to ram into you.
Just keep alternating between pile-drivers and throwing into the ropes and ramming you until you feel like pinning him.
Using this technique I got up to match 39 on a quarter, playing for over 1 1/2 hours.
After you throw your opponent, you can bend over and throw him out of the ring by standing in front of him and hitting punch.
The problem is, sometimes he will stop and beat you down.
You can avoid this by simply not being in front of him.
You can be at the top of the ring, throw him into the ropes, and move all the way to the bottom of the ring.
When he gets to the position he would normally have to be in to throw him (right in front of you), hit the punch key.
He'll teleport down to you, and you'll fling him out the ring.
Works every time.


A slight variant:
wait until he is just about to run PAST where he would normally be in front of you, and throw him.
He teleports up to you, but then stalls there for about 1 second. (The windup)
You will then fling him OUT of the caged area! (The pitch).
He comes back in as if it never happened, but it looks cool. (You have to be on the right side of the ring, and preferably near the top, for this to happen.)


You can do three moves (two in later matches [late 30s on]) to  your opponent before needing to ram him with the old "faceblock" maneuver.
However, the moves appear to be broken into categories:

Big moves - Piledriver and Brainbuster (Suplex)
Medium moves - Clothesline, Elbow, Backdrop
Small moves - Body Slam, Spinning Kick
Doesn't seem to count -
Shoulder Block, Flying Body Press, Rope Moves

The "count" works as follows.
Usually you get one of each class of move in order from big to small.
You can always substitute a lower move for a higher one.
At certain times you will get only medium and small, especially the first series when facing Karate Fighter or Piranha after match 5.
Sometimes you won't be able to do three.
You can tell because your opponent puts up a small, ineffective resistance to your second move.

Once per match, you CAN do two big moves in a row.
My friends and I call this the triple, because you are guaranteed to be able to do a third move afterward.
In the first 5 matches, the triple is generally between 2:30 and 2:15.

For instance, you can beat Coco Savage (and demonstrate the triple to yourself) by immediately running across and Shoulder Blocking him.
Back up and repeatedly Shoulder Block him until he does not get up as quickly (you should be standing over him).
At this point, you can Piledrive him (to turn him around), Suplex him out of the ring, dive on him and run him into the fence safely, because that move WILL BE YOUR TRIPLE, and diving on him doesn't count.
At this point, faceblock (ram) him as he is getting in the ring, throw him across and go to the very top and backdrop him into the corner (don't worry he'll teleport up there) where you can do your rope moves.
You can do any other move to him first safely before backdropping him.

Don't be afraid to fight on the floor, just be aware of the "count" and the fact that you can't clear it out there without getting trashed.
The hardest move in the game (and one of the coolest) is Piledriving your opponent on the floor (obviously must be your triple and he has to be trashed already).


*Miscellaneous notes*

You can only climb on the turnbuckles in the top-left and top-right corners.

Running towards the ropes and pressing the K button will cause you to jump out of the ring (should only be done while an opponent is out there).

The maximum number of jumps off the rope you can do is three - any more and the opponent will get up regardless of the amount of damage inflicted.

Fight as little as possible outside the ring; you run the chance of being thrown to the other end and facing a ring out loss (especially with Coco Savage and the Piranha - they are dirty fighters!).

When an opponent throws you, you have the choice of pressing P to do a shoulder block or K to do a flying press.
The move you select should depend on the opponent's reaction - if they throw you and run, press K repeatedly to beat them with the flying press.
If the opponent is standing there, it is almost a sure sign that you will be receiving one of their "stopping moves" (i.e.: Coco's Haymaker or Piranha's choke hold).
For this, press K repeatedly.
If the opponent has not prepared their signature stop, this usually means they are just going to punch or kick you.
Pressing P will give them a shoulder block and knock them down.
Try to decide on which move you plan on doing once you see their reaction.

If you start to get the "upper hand" on your opponent (which isn't that hard to do), throw him into the ropes and when he bounces back, let him collide into you (you should be the first one to get up), pick him up and do a pile driver, pick him up, throw him into the ropes and let him collide into you, pick him up and pile drive him again.
You can do this for as long as you like but make sure to pin him before the time runs out.
For a sure pin, just climb the top rope and land on him three times then pin.

A change in the music in the game indicates you are in danger of losing the match!


- SERIES:


1. The Big Pro Wrestling!

2. Exciting Hour - The Prowrestling Network


$end

#-----------------------------

#Exciting Soccer

$info=exctsccr,exctscca,exctsccb,
$bio

Exciting Soccer (c) 1984 Alpha Denshi.


- SERIES:


1. Exciting Soccer

2. Exciting Soccer II


$end

#-----------------------------

#Exciting Soccer II

$info=exctscc2,
$bio

Exciting Soccer II (c) 1984 Alpha Denshi.


- SERIES:


1. Exciting Soccer

2. Exciting Soccer II


$end

#-----------------------------

#Exed Exes

$info=exedexes,
$bio

Exed Exes (c) 02/1985 Capcom.


- TIPS & TRICKS:


If you manage to shoot all the first few screens worth of enemies (which is much easier with two players) you get rewarded with a group of dragonflies moving across the top.
Each dragonfly is worth 10,000 points.

Watch out for WOPs, which are POWs in reverse.
They reduce your power level.

There are special POWs that turn enemies into fruit.
They're not the pretty POW on a circular background - those give power-ups - these are just the word POW.
If you find one of these, hold off on using it until you get several of the bigger enemies onscreen.
They're worth 5,000 points in their fruit form.


$end

#-----------------------------

#Exerion

$info=exerion,exerionb,exeriont,
$bio

Exerion (c) 11/1983 Jaleco.


$end

#-----------------------------

#Exerizer

$info=exerizrb,
$bio

Exerizer (c) 04/1987 Jaleco.

This game is known as Sky Fox.


$end

#-----------------------------

#Exodus

$info=exodus,
$bio

Exodus (c) 1979 Subelectro.

Ths game is a bootleg of Defend the Terra Attack On The Red UFO.


- UPDATES:


This bootleg has slightly improved graphics compared to the original.


$end

#-----------------------------

#Express Raider

$info=exprraid,
$bio

Express Raider (c) 01/1986 Data East.

This game is known outside US as Western Express.


$end

#-----------------------------

#Extermination

$info=extrmatn,
$bio

Extermination (c) 1987 Taito.

Licensed to World Games for US manufacture and distribution.


$end

#-----------------------------

#Exterminator

$info=exterm,
$bio

Exterminator (c) 1989 Premier Technology.


- STAFF:


Designed and programmed by Warren Davis.

Graphics by Jeff Lee.


- TRIVIA:


The first game to use digitized graphics for every element of the game.
It was also the first and only videogame produced by Premier.
Production numbers are estimated at about 250 units worldwide.


$end

#-----------------------------

#Extra Bases

$info=ebases,
$bio

Extra Bases (c) 04/1980 Midway.


- SERIES:


1. Tornado Baseball

2. Extra Inning

3. Extra Bases


$end

#-----------------------------

#Extra Inning

$info=einnings,
$bio

Extra Inning (c) 03/1978 Midway.


- SERIES:


1. Tornado Baseball

2. Extra Inning

3. Extra Bases


$end

#-----------------------------

#Extreme Downhill

$info=extdwnhl,
$bio

Extreme Downhill (c) 1995 Sammy.


$end

#-----------------------------

#Exvania

$info=exvania,
$bio

Exvania (c) 1992 Namco.


$end

#-----------------------------

#Exzisus

$info=exzisus,
$bio

Exzisus (c) 1987 Taito.


$end

#-----------------------------

#Eyes

$info=eyes,eyes2,
$bio

Eyes (c) 07/1982 Rock-ola.

This game was lisenced to Digitrex Techstar.


$end

#-----------------------------

#F-1 Dream

$info=f1dream,f1dreamb,
$bio

F-1 Dream (c) 04/1988 Capcom.

Lisenced to Romstar for US manufacture and distribution.


$end

#-----------------------------

#F-1 Grand Prix

$info=f1gp,
$bio

F-1 Grand Prix (c) 1991 Video System.


$end

#-----------------------------

#F/A

$info=fa,
$bio

F/A (c) 1992 Namco.

This game is known outside Japan as Fighter & Attacker.


$end

#-----------------------------

#F1 Grand Prix Star

$info=f1gpstar,
$bio

F1 Grand Prix Star (c) 1991 Jaleco.


- SERIES:


1. F1 Grand Prix Star

2. F1 Grand Prix Star II

3. F1 Grand Prix Star Jr.


$end

#-----------------------------

#Face Off

$info=faceoff,
$bio

Face Off (c) 12/1988 Namco.


$end

#-----------------------------

#Fairyland Story, The

$info=flstory,flstoryj,
$bio

The Fairyland Story (c) 1985 Taito.


$end

#-----------------------------

#Fantasia

$info=fantasia,
$bio

Fantasia (c) 1994 Comad & New Japan System.


- SERIES:


1. Fantasia

2. New Fantasia

3. Fantasia II


$end

#-----------------------------

#Fantasy

$info=fantasy,fantasyj,
$bio

Fantasy (c) 10/1981 SNK.

Also licensed for production in the US by Rock-Ola. (02/1982)


$end

#-----------------------------

#Fantasy Zone

$info=fantzone,fantzono,
$bio

Fantasy Zone (c) 03/1986 Sega.


- TIPS & TRICKS:


You are in control of one of the strangest vehicles ever-the mighty Opa-Opa.
It is an egg shaped craft that is colored a stylish yellow and orange with a light blue windshield, and it has a pair of little wings on the sides to help it fly.
The Opa-Opa must free the Fantasy Zone from these strange invaders that have sprung up all over the place.
These strange enemies are littered across the area you must free, and their is a little meter at the bottom of the screen.
Once you take out one of these large enemy "hives", one of the small representations of them on the meter will disappear.
The meter also serves as a map of sorts, because in this shooter you can go in any direction you please, so you must seek out the "hives" in order to destroy them. Occasionally, a red balloon with the word "shop" will float onto the screen.
When you touch this balloon, a menu screen appears where you can buy weapons and other parts for the Opa-Opa.
The "sell" balloon is useful to reselect your weapons.
The prices indicated raise during the game, especially for the items you buy a lot.


The Speed-up is very useful, without it, it's almost impossible to win a single level:

Big wings (100$) for the beginning, or if you're low on cash.

Jet engine (1000$) very useful for the first levels.

Turbo engine (10'000$)

Rocket engine (100'000$) too expensive, and too fast.


The beams have a limited duration of 20 seconds:

Laser beam (1000$) very good, has autofire.

Wide beam (500$) a little bit weak.

7 Way shot (5000$) very useful against the hordes of enemies.


The Bombs, except the twin bombs, are limited to 10, the price is for one bomb.

Twin bombs (100$) very cheap.

Fire bomb (2000$) useless.

Smart bomb (2000$) destroy all on screen.

Heavy bomb (2000$) big bomb falling from the top of the screen, very useful against some bosses.


Extra ship: one more life (5000$), but the price raises a lot!
You are constantly getting money from the enemies you blast, and you'll need it.
Spend carefully your credits, because, if you loose a life, you loose all the power-ups you have bought too.


Bosses:

Once you've defeated the 10 hives on the level, the boss appears.
Most of them are hard to beat.
So, try to go to a shop just before you shoot the last hive.
It's a good idea to have at least a Jet engine.


Stage 1: Plaleaf

Try to go upon the bole of tree, and send him two or three heavy bombs.


Stage 2: Tabas

Destroy all the little balls from the left of the screen, use A & B buttons.
The laser beam is useful here.


Stage 3: Ladune

Easy boss, stay upon him and send twin bombs.
Use button B + right to send them further away.


Stage 4: Dolimicca

Stay on the left, avoid the fire, and shoot the tentacles until they become red, with a 7 Way shot and twin bombs.


Stage 5: Polaria

Stay on the left, shoot at first the little snowmen, then the bigger ones.
Use the 7 Way shot and twin bombs.


Stage 6: Mockstar

This boss is hard to defeat.
Turn clockwise around the eye and try to shoot it when you can.
Be as quick as you can, because the rotating beams accelerate.
Use the laser and the heavy bomb or smart bomb.


Stage 7: Pocarius

Try to gain a lot of $, before you go to the end of the level, in previson of stage 8.
Another tough boss awaits you here.
When the "square face" explodes, he's harmless and invincible.
Once reconstituted, this boss is deadly, but no more invincible.
So move a lot, and try to shoot at him when you have the time.
Use heavy bombs and the laser.


Stage 8: Salfar

In this level, you must destroy once again all the seven bosses and ... your father, who is the chief of the enemy forces.
Try to have a laser beam, a full pack of heavy bombs, and a lot of cash.
If you die, a shop appears and you can continue from where you were.
Your father is easy to defeat, just shoot the spiders before they encircle you.


- SERIES:


1. Fantazy Zone

2. Fantasy Zone II


$end

#-----------------------------

#Fantazia

$info=fantazia,
$bio

Fantazia (c) 1980 Subelectro.

This game is a bootleg of Moon Cresta.


$end

#-----------------------------

#Far West

$info=farwest,
$bio

Far West

This game is a bootleg of Iron Horse.


$end

#-----------------------------

#Fast Freddie

$info=fastfred,
$bio

Fast Freddie (c) 10/1982 Atari.

This game is known as Fly-Boy (by Kaneko).


$end

#-----------------------------

#Fast Lane

$info=fastlane,
$bio

Fast Lane (c) 1987 Konami.


$end

#-----------------------------

#Faster, Harder, More Challenging Q*Bert

$info=sqbert,
$bio

Faster, Harder, More Challenging Q*Bert (c) 1983 Mylstar.


- UPDATES:


This game is just like Q*bert except the platforms shift position and there are bonus rounds after levels two and five.
And, as the name implies, it is faster.


$end

#-----------------------------

#Fatal Fury - King of Fighters

$info=fatfury1,
$bio

Fatal Fury - King of Fighters (c) 11/1991 SNK.

This game is known in Japan as Garou Densetsu - Shukumei no Tatakai.


- TRIVIA:


Originally called 'Real Bout', SNK opted to change the title to Fatal Fury.

Fatal Fury - King of Fighters was the first game to have two planes of battle.


- SERIES:


1. Fatal Fury - King of Fighters

2. Fatal Fury 2

3. Fatal Fury Special

4. Fatal Fury 3 - Road to the Victory

5. Real Bout Fatal Fury

6. Real Bout Fatal Fury Special

7. Real Bout Fatal Fury 2 - The Newcomers

8. Fatal Fury Wild Ambition

9. Garou - Mark of the Wolves


- STAFF:


Big boss: Eikichi Kawasaki

Planner: Tsukamichi, Deru Deru

Character design: Ponsuke, Tsuzakingyo, Deru Deru, Moriyan, Somatoreeno, Lucky Okkiy, Boko Pyon, Soe Soe!

Chr. back up!: Sakita Kakaree, Kama Kama, Kimuryaer, Madarian, Batayan, Tabui Chang, Ochiai Shunin, Takepy, Simachang

Programmer: Yamatan, Kura

Prg. back up!: Konchang, Nakamuura

Sound: Konny, Yokochang, Muraisan, Tarkun, Tate&Bunnyboys, Finish Hiroshi, Michael Beard, Goodam kararee

Game assistant: Miyagami T.Ioo, S.Akutagama, Tome, Popyu Natchu 3, Tarou, Mukai


$end

#-----------------------------

#Fatal Fury 2

$info=fatfury2,
$bio

Fatal Fury 2 (c) 12/1992 SNK.

This game is known in Japan as Garou Densetsu 2 - Arata-Naru Tatakai.


- SERIES:


1. Fatal Fury - King of Fighters

2. Fatal Fury 2

3. Fatal Fury Special

4. Fatal Fury 3 - Road to the Victory

5. Real Bout Fatal Fury

6. Real Bout Fatal Fury Special

7. Real Bout Fatal Fury 2 - The Newcomers

8. Fatal Fury Wild Ambition

9. Garou - Mark of the Wolves


- STAFF:


Producer: Eikichi Kawasaki

Planner: Deru-Deru, Tsukamichi-2, Chinta

Object: Higashipon Mark3, Tony Oki, Tsuzakingyo 2, Lionheart, U.G, Ryouji-Sei, Super Soe Soe, Heitarou, Terarin, Horigen.Pu-Ta

Back scroll: Moriyan, Somatreeno, Oba Obata, Shibatarian, Uri Midopon, A-Chang

Character back up: Manuke, Teizo Muta 92, Kama Kama, Takeshi Kimura, Man, Take.P, Albinome, Pinkey.Tbc440

Programmer: Yamatan-2' Turbo, Speaker.R

Sound: Shimizm, Yoko, Jojouha Kitapy, Ylf.Communicate, Paciorek, Papaya


$end

#-----------------------------

#Fatal Fury 3 - Road to the Final Victory

$info=fatfury3,
$bio

Fatal Fury 3 - Road to the Final Victory (c) 03/1995 SNK.

This is known in Japan as Garou Densetsu 3 - Haruka-Naru Tatakai.


- SERIES:


1. Fatal Fury - King of Fighters

2. Fatal Fury 2

3. Fatal Fury Special

4. Fatal Fury 3 - Road to the Victory

5. Real Bout Fatal Fury

6. Real Bout Fatal Fury Special

7. Real Bout Fatal Fury 2 - The Newcomers

8. Fatal Fury Wild Ambition

9. Garou - Mark of the Wolves


$end

#-----------------------------

#Fatal Fury Special

$info=fatfursp,
$bio

Fatal Fury Special (c) 09/1993 SNK.

This game is known in Japan as Garou Densetsu Special.


- SERIES:


1. Fatal Fury - King of Fighters

2. Fatal Fury 2

3. Fatal Fury Special

4. Fatal Fury 3 - Road to the Victory

5. Real Bout Fatal Fury

6. Real Bout Fatal Fury Special

7. Real Bout Fatal Fury 2 - The Newcomers

8. Fatal Fury Wild Ambition

9. Garou - Mark of the Wolves


- STAFF:


Producer: Eikichi Kawasaki

Planner: Tsukamichi-2 (Main), Chinta, Deru-Deru

Design Object: Higashipon Mega, Tsuzakingyo (Main), Tony J Oki, Lionhert 31, Heitarou

Demo Sketch: Tsuka

Scroll & Demo: Moriyan No. 16th, Somatoreeno (Main)

Programmer: Yamatan GT-X (Main), Narutaki, EP82Boy., Speaker.R

Sound Creator: Shimizm, Yamapy 1, Jojouha Kitapy


$end

#-----------------------------

#Fax

$info=fax,
$bio

Fax (c) 06/1983 Exidy.


- STAFF:


Written: Vic Tolomei, Larry Hutcherson

Art: Mike Craven


- SERIES:


1. Fax

2. Fax II


$end

#-----------------------------

#Fight Fever

$info=fightfev,
$bio

Fight Fever (c) 06/1994 Viccom.

This game is also known as Crystal Legacy.


$end

#-----------------------------

#Fighter & Attacker

$info=fghtatck,
$bio

Fighter & Attacker (c) 1992 Namco.

This game is known in Japan as F/A.


$end

#-----------------------------

#Fighting Fantasy

$info=ffantasy,ffantasa,
$bio

Fighting Fantasy (c) 1989 Data East.

This game is known outside Japan as Hippodrome.


$end

#-----------------------------

#Fighting Golf

$info=fitegolf,fitegol2,
$bio

Fighting Golf (c) 05/1988 SNK.


$end

#-----------------------------

#Fighting Hawk

$info=fhawk,
$bio

Fighting Hawk (c) 1988 Taito.


- SERIES:


1. Flying Shark

2. Fighting Hawk


$end

#-----------------------------

#Fighting Roller

$info=fightrol,
$bio

Fighting Roller (c) 1983 Kaneko.

Licensed to Taito for Japanese manufacture and distribution.

This game is known outside Japan as Roller Aces.


$end

#-----------------------------

#Fighting Soccer

$info=ftsoccer,
$bio

Fighting Soccer (c) 1988 SNK.


- STAFF:


Directer & Designer: Buri

Program Designer: Tomohide

Sound Directer: Kenny!

Sound Creater: Aran Lee, Tarkun, Oh-Chan!

Soccer Mania: Konny!

Art Designer: Tsunesan, Riikuni

Hard Ware: Nishide, Ebara

Adviser: Daimajin Bucho, Kitasan, Tama

Producer: Eikichi Kawasaki


$end

#-----------------------------

#Final Blow

$info=finalb,finalbj,
$bio

Final Blow (c) 04/1988 Taito.


$end

#-----------------------------

#Final Fight

$info=ffight,ffightu,ffightj,
$bio

Final Fight (c) 12/1989 Capcom.


- TRIVIA:


This action-packed side-scroller was originally billed as the sequel to Street Fighter called "Street Fighter 89."
While the game had become a major hit in its own right, Capcom decided to change the name to "The Final Fight" and save the Street Fighter name for another game, two years later.


- TIPS & TRICKS:


By choosing your character, you also choose difficulty level.
Haggar is the best, followed by Cody and Guy.


*Extra items*

Press Jump + Down and repeatedly press Left, Right to break open barrels, trash cans, and pillars to get gems and other hidden items. 


*Restore energy*

Collect the chewing gum that Eddie B. spits to restore some energy. 


*Extra damage*
Select Cody or Guy as a character and hold Away and press Attack(3). 
Note: Hold Away and press Attack(2) when playing as Haggar.
If done correctly, your character will also throw your opponent for extra damage. 


- STAFF:


Planner: <Pon G> Nin Akinam

Program: Kanekon, Shin, Tomiyan, Yokoyan

Character design: S.Y., Tissue, Prince

Backgrounds design: Mikman, Okachan, Fukumary, Nissui

Music: Youki Chan's papa


$end

#-----------------------------

#Final Round

$info=fround,froundl,
$bio

Final Round (c) 11/1988 Konami.

This game is known in Japan as Hard Puncher.


- TIPS & TRICKS:


*Expert mode* (Japanese version)

Start a game in regular mode.
Press Left, Right, Up, Right, Down, Right, Left, Left at the blue introduction screen.
The sound of a bell will confirm correct code entry. 


*Easy mode* (Japanese version)

Start a game in regular mode.
Press Right, Up, Left, Left, Down, Up, Right, Down at the blue introduction screen.
The sound of a bell will confirm correct code entry. 


*Strategy*

-Distribute your attribute points wisely.
Keep in mind that if you give your character, let's say, a lot of stamina he will be very durable, but his punches will be too weak and slow.
I don't recommend to keep a stat at less than 25%.

-Know your opponents.
Study their bios (above), learn their weaknesses and use them to your advantage to take a lead.

-Fight from a distance when facing foes with moves like the Black-Out Blast.
Wait for an opening and get closer, but don't let your guard down.

-If you knock your opponent down and he gets up, check your remaining stamina.
If it is too low, you may want to "jog" around the ring avoiding his attacks for a minute so he wears down a little bit more.
Getting downed almost immediately after he gets up will balance the fight, so use this advice and you'll have a little edge.
This strategy doesn't work in the japanese version of the game (Hard Puncher).

-THIS IS VERY IMPORTANT!
Try to keep a cool head!
This means that if your ugly opponent hits you bad or taunts you, don't get mad!
Running towards him blinded by anger will only make you being uppercuted or Black-Out Blasted 2 or 3 times in a row.
Stand back for a while and then re-focus... this could be the difference between winning or losing!

-If you are too weak and time is about to expire, "jog" around the ring to exhaust the final seconds and go on to the next round (except of course if you are in the third and final round) to get a little rest and regain some stamina.
This is much more effective if you build a high stamina level.

-If you have been knocked down once or none, your opponent has been knocked twice, and time is running out, you can take a chance and "berserk" on your opponent in hopes of scoring a third knockdown and a TKO.
Remember that earlier victories get you more money.


$end

#-----------------------------

#Final Star Force

$info=fstarfrc,
$bio

Final Star Force (c) 09/1992 Tecmo.


- STAFF:


Program: Mae-Yan, Laplace, Jun

Mechanical Design: Kazu Tomita, Bon, Hamali Tel, Sato Dou!, Kotoe Murasaki

Background Design: Nawa Lin, Satoru, A. Haruno, Bon, Hamali Tel, Sato Dou!, Kazu Tomita, B. F. R

BGM Composer: Wakasugi Matsuri, Yamasan, Kaorin, Rikarin BZ, Rio

Sound Effect: Wakasugi Matsuri

Art Work Design:  Maru-Kata


$end

#-----------------------------

#Finalizer - Super Transformation

$info=finalizr,finalizb,
$bio

Finalizer - Super Transformation (c) 12/1985 Konami.


$end

#-----------------------------

#Find Out

$info=findout,
$bio

Find Out (c) 1987 Elettronolo.


$end

#-----------------------------

#Finest Hour

$info=finehour,
$bio

Finest Hour (c) 09/1989 Namco.


$end

#-----------------------------

#Fire Barrel

$info=firebarr,
$bio

Fire Barrel (c) 1993 Irem.


- STAFF:


Game Designer: Shaka

Programmer: Denchan, R&R Aya

Designer: Maccoy, Yamachin, Core_1

Sound B.G.M: Rikei

Sound Effect: Hiya


$end

#-----------------------------

#Fire One

$info=fireone,
$bio

Fire One (c) 11/1979 Exidy.


- STAFF:


Designed and Programmed by David Rolfe.


$end

#-----------------------------

#Fire Shark

$info=fireshrk,
$bio

Fire shark (c) 1990 Toaplan.

This game is known in Japan as Same!Same!Same! (literally : "Shark!Shark!Shark!").


- UPDATES:


The japanese version, Same!Same!Same! is different, you can only play one player at a time and when you get hit you start over a bit behind where you left off.


- STAFF:


Music created by Masanory Yuge.


$end

#-----------------------------

#Fire Trap

$info=firetrap,firetpbl,
$bio

Fire Trap (c) 10/1986 Data East.


$end

#-----------------------------

#Fire Truck

$info=firetrk,
$bio

Fire Truck (c) 06/1978 Atari.

This game is known as Smokey Joe.


- TRIVIA:


The most remarkable feature of Fire Truck was its two-player, two-steering wheel cabinet, designed for cooperative gameplay.
While one player sat in front of the screen and steered the fire engine’s cab, a second player could stand behind that seat and control the truck’s trailer section with a separate wheel.


- STAFF:


Designed and Programmed by Howard "Howie" Delman.


$end

#----------------------------

#Fit of Fighting

$info=
$bio

Fit of Fighting

This game is a bootleg of Art of Fighting.


- UPDATES:


Fit of Fighting is a very horrible Art of Fighting bootleg, ripped graphics but reprogrammed from 0, FM music, no zooms, no damage in the fighters faces, poor IA, poor gameplay (you have to execute the special attacks very slowly to get them running!).


$end

#----------------------------

#Fitter

$info=fitter,
$bio

Fitter (c) 1981 Taito.

This game is also known as Round-Up.


$end

#----------------------------

#Flak Attack

$info=flkatck,
$bio

Flak Attack (c) 08/1987 Konami.

This game is known outside Japan as MX5000.


$end

#-----------------------------

#Flash Gal

$info=flashgal,
$bio

Flashgal (c) 1985 Sega.


$end

#-----------------------------

#Flash Point

$info=fpoint,fpointbl,
$bio

Flash Point (c) 1989 Sega.

A bootleg of this game was released by Datsu under the same name.


$end

#-----------------------------

#Flicky

$info=flicky,flickyo,
$bio

Flicky (c) 09/1984 Sega.


- TRIVIA:


The game changed name two times during its development:
First Busty (!), then Flipp and finally Flicky.


- STAFF:


Programmed by Hideki Ishikawa and Shuichi Katagi.

Designed by Yoji Ishii.

Character Design Yoshiki Kawasaki.


$end

#-----------------------------

#Fly-Boy

$info=flyboy,flyboyb,
$bio

Fly-Boy (c) 10/1982 Kaneko.

This game was licensed to Atari under the name of Fast Freddie.


$end

#-----------------------------

#Flyball

$info=flyball,
$bio

Flyball (c) 07/1976 Atari.


- STAFF:


Designed and programmed by Dave Shepperd.


$end

#-----------------------------

#Flying Shark

$info=fshark,fsharkbt,
$bio

Flying Shark (c) 03/1987 Taito.

This game is known in Japan as Hishou Zame, and in US as Sky Shark.


- STAFF:


Music and sound created by Tatsuya Uemura.


- SERIES:


1. Flying Shark

2. Fighting Hawk


$end

#-----------------------------

#Food Fight

$info=foodf,
$bio

Food Fight (c) 1982 Atari.


- TRIVIA:


Food Fight was designed for Atari by General Computing as part of a lawsuit settlement for an illegal speedup kit for Missile Command, in which they affixed their copyright.
This was one of two games; Quantum was the other.
Inspired by the food fight scene in National Lampoon's Animal House.

$end

#-----------------------------

#Football Frenzy

$info=fbfrenzy,
$bio

Football Frenzy (c) 01/1992 SNK.


- STAFF:


Producer: Eikichi Kawasaki

Chief Designer: Tomomi M

Designer: Mina Kawai, Toshiaki Joe, Tick, Nishi Futatsu, Tami Sugiura

Main Programer: Makoto

Programer: Data Tada, Masami

Sound: Tina Terko, Tate Norio, Jojoha Kitapy


$end

#-----------------------------

#Forgotten Worlds

$info=forgottn,
$bio

Forgotten Worlds (c) 07/1988 Capcom.

This game is known in Japan as Lost Worlds.


- TIPS & TRICKS:


In 2 player mode, when both players are flying next to each other a spark will appear, boosting both players' shot power.
There are many hidden bonus items within the game (armor, life, coins, etc.).
Find them by shooting around in different places.


BOSS guide:

Paramecium:
Easy!
Aim for the mouth in the middle and avoid the floating debris.


Dust Dragon:
Go for the chest and exposed heart.
The Napalm Bomb is highly effective.
Beware of his mouth and ribcage.


False War God:
You can either try and avoid his fists while dodging his teardrops, or you can aim for his shoulders and blow his arms off first.
Either way, the eyes are his weakness.


Sun Goddess:
Avoid the falling debris and guns that are on her ship.
Aim for the mask whenever the barrier opens up.


Sphinx:
First aim for the head.
Once it is destroyed, a giant worm will emerge and chase you around.
Go for the large circle at its neck and keep moving around the screen to avoid it.


Mummy:
Dodge its attacks.
Don't let it corner you.
Attack when it leaves itself exposed.


IceMan:
First aim for the crystals on his head.
Once they are removed, attack with everything you got.
Anything except the laser should work well.


Two Sentinels:
Just shoot and dodge.
Move out of the way when they jump towards you.


God of War:
Best advice is to keep moving while shooting.
Homing lasers are a big help.
Try to circle him while keeping your fire focused on his wings.


- STAFF:


Game designer: Akiman, Nin Nin, Poo, Mr. Kihaji

Soft programmer: Youchi, Noriko, Takako, Nouchi

Object designer: Kurichan, Takata, Shinsyudon, Sintan, Emetaro

Scroll designer: Mikichan, Hanachan, Kuramoyan, Nouochan, Black man

Sound: Tamasan, Yukichan, No papa

Hardware: Kuchino

Mechatronics: Kamimori


$end

#-----------------------------

#Football Champ

$info=footchmp,
$bio

Football Champ (c) 03/1991 Taito.

This game is known in Japan as Hat Trick Hero.


- STAFF:


'Team dogyan' leader: Takeshi Kobori

Planner: Takeshi Kobori

Character design: Takeshi Kobori, Tsutomu Sekimoto, Nobuhiro Hiramatsu, Peacock

Software: Tatsuo Nakamura, Yuuji Iwasaki, Shinji Soyano, Kusago Nagahara G.A., Kouji Tsunekiyo, Tabby Kurosawa

System: Yuuichi Yamato

Design: Hiroyasu Nagai, Takeshi Kobori

Sound (Team Zuntata): Ogr, and Yack


$end

#-----------------------------

#Formation Z

$info=formatz,
$bio

Formation Z (c) 1984 Jaleco.

This game was also released by Williams as Aeroboto.


$end

#-----------------------------

#Forty-Love

$info=40love,
$bio

Forty-Love (c) 1984 Taito.


$end

#-----------------------------

#Freeze

$info=freeze,
$bio

Freeze (c) 10/1984 Cinematronics.


$end

#-----------------------------

#Frenzy

$info=frenzy,
$bio

Frenzy (c) 05/1982 Stern.


- STAFF:


Designed and Programmed by Alan McNeil.


- SERIES:


1. Berzek

2. Frenzy


$end

#-----------------------------

#Frisky Tom

$info=friskyt,
$bio

Frisky Tom (c) 10/1981 Nichibutsu.


$end

#-----------------------------

#Frog

$info=frogg,froggers,
$bio

Frog

This game is a bootleg of Frogger.


- UPDATES:


It's a color hack of Frogger.


$end

#-----------------------------

#Frogger

$info=frogger,frogseg1,frogseg2,froggrmc,
$bio

Frogger (c) 06/1981 Konami.

This game was licensed for production in the US by Sega. (10/1981)

A bootleg of this game is known as Frog.


- TRIVIA:


Frogger achieves dramatic success after its summer 1981 release in Japan and early 1982 release in the States, where Sega capitalizes on the product.


- TIPS & TRICKS:


This isn't a cheat, it's just an interesting quirk.
Watch the Frogger demo, and when the frog gets to the last log, the player has control over him for the very last move.
You can verify this by jumping backwards rather than forwards!


$end

#-----------------------------

#Frogs

$info=frogs,
$bio

Frogs (c) 10/1978 Gremlin.


$end

#-----------------------------

#Front Line

$info=frontlin,
$bio

Front Line (c) 11/1982 Taito.


$end

#-----------------------------

#Full Throttle

$info=fullthrl,
$bio

Full Throttle (c) 1987 Taito.

This game is known outside Japan as Top Speed.


- STAFF:


Project Leader/Game design: Hiroyuki Sakou

Game Program: kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi

Music Composer: Masahiko Takagi

Sound Effect: Eikichi Takahashi

Sound Adviser: Hisayoshi Ogura

Hard Wear design: Masahiro Yamaguchi

Custom I.C. Design: Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada

Graphic Design: Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu

Mechanical Design: Tomio Suzuki

Mechanical Engineer: Nobuyuki Iwasaki, Akira Takahashi

Cabinet Design: Taked Shiraishi

Art Design: Hiroyasu Nagai


$end

#-----------------------------

#Funky Bee

$info=funkybee,
$bio

Funky Bee (c) 1982 Orca.


$end

#-----------------------------

#Funky Fish

$info=fnkyfish,
$bio

Funky Fish (c) 11/1981 Sun Electronics.


$end

#-----------------------------

#Funky Jet

$info=funkyjet,
$bio

Funky Jet (c) 1992 Mitchell.


$end

#-----------------------------

#Funny Mouse

$info=funnymou,
$bio

Funny Mouse (c) 1982 Chuo.

This game is also known as Super Mouse.


$end

#-----------------------------

#Future Spy

$info=futspy,
$bio

Future Spy (c) 10/1984 Sega.


- TRIVIA:


This is a rare game.
It existed only as a conversion from Zaxxon.


$end

#-----------------------------

#Galactic Warriors

$info=gwarrior,
$bio

Galactic Warriors (c) 11/1985 Konami.


$end

#-----------------------------

#G.I. Joe - A Real American Hero

$info=gijoe,gijoeu,
$bio

G.I. Joe - A Real American Hero (c) 05/1992 Konami.


- STAFF:


Director: Formula Jun

Game Program: Q16.Tsutsui, T. Yoshinobu, M. Nakashima

Graphic Design: Sakura 28, M. Yamada, M. Yamashita

Sound Design: T. Ogura, K. Fukui

Hardware: Hashima, Y. Wajiki

Product Design: T. Nishimura


$end

#-----------------------------

#Galaga '84

$info=galaga84,
$bio

Galaga '84

This game is a Hack of Galaga.


- UPDATES:


It's similar to the original, but with slightly enhanced graphics.


$end

#-----------------------------

#Galaga '88

$info=galaga88,galag88b,galag88j,
$bio

Galaga '88 (c) 12/1987 Namco.


- SERIES:


1. Galaxian

2. Galaga

3. Gaplus

4. Galaga '88


$end

#-----------------------------

#Galaga (Fast shoot)

$info=galagads,
$bio

Galaga (Fast shoot)

This game is a hack of Galaga.


- TIPS & TRICKS:


As soon as a next level pops up, hold the joystick in the up position and fire quickly.
This seems to be able to make you ascend levels.
If you are very careful you can go from challenge stage to challenge stage without having to battle the in between levels.
Again a good practice tool for the challenge stages.
This cheat seems to work best with the dip switch setting at hard or hardest.
(Don't work with the original Galaga)

$end

#-----------------------------

#Galaga

$info=galaga,galagamw,galagab2,
$bio

Galaga (c) 09/1981 Namco.

This game was licensed to Bally Midway for US manufacture and distribution. (12/1981)

A bootleg of this game is known as Gallag.

Some hacks of this game are called Galaga '84, and Nebulous Bee.


- TRIVIA:


Although Galaga was a superior game, it didn't sell the large numbers that it's predecessor did.

One of the first games with a bonus stage.


- TIPS & TRICKS:


There is a well-known cheat that causes enemy units to stop firing.
It works on most (but not all) machines.
Here it is:

On the first stage, kill everything but the two bees in the bottom left corner.
Then just wait, dodging the bees' shots, until the bee no longer drops any shots towards you.
After the bees stop firing, let it pass for 5 more trips or so and then kill them.
For the rest of the game, the enemies will not drop shots.
It will take approximately 15 minutes for the bees to quit shooting at you, so this trick requires a lot of patience.

Some people have reported that this trick also works with two bees from the RIGHT
side of the screen...

Note that, in a 2-player game, only one person has to do the cheat for both players to benefit.


The "Player 1" score counter in Galaga is 6 digits, but the "Player 2" counter is seven digits.
Therefore, most good players start a 2-player game and play exclusively on the Player 2 side so their score won't "roll over" at 999,990.


Challenging stages are easier if the high score numbers are used to refine your aim.
These tips assume a 6-digit high score:

On the first 2 challenging stages, aim your ships so that your left set of bullets falls between the second and third numbers in the high score list.

On subsequent challenging stages, aim one set of your bullets between the first and second numbers in the high score list(if the units come from the left) or between the last and next-to-last numbers (if the units come from the right).
This will allow you to hit descending enemies at the highest possible point.


Here is a neat (and useless) Galaga trick:
It is possible to end the game with a 200% ratio.
The 200% hit-miss ratio trick can only be done with your first shot of the game.
When the game starts, don't move, and fire only one shot.
If you time it correctly, two enemies will be killed at once.
Let your remaining ships be destroyed, and presto: a better-than-perfect result!


If you have more than 7 extra men, the marker for the screen will only show 7 1/2 (!) men remaining.
Additional extra ships will still be credited, even though they won't show on the screen.


Galaga "rolls over" after stage 255.
After finishing the 255th level, the screen says  "Stage 0" and the machine locks up.
I have heard unconfirmed reports in the past that the "Stage 0" problem can be circumvented if the last two numbers in your score at the end of level 255 are 80.
Others have heard that the 255-stage limit may not apply if the difficulty is set to the hardest level, but this is in doubt.


After the 1,000,000 mark, new ships are no longer awarded.


- SERIES:


1. Galaxian

2. Galaga

3. Gaplus

4. Galaga '88


$end

#-----------------------------

#Galaga 3

$info=galaga3,galaga3a,galaga3b,
$bio

Galaga 3 (c) 10/1984 Namco.

This game is known outside US as Gaplus. (07/1984)


- TIPS & TRICKS:


These tips are all variations on the same theme:

On level 1, allow all of the enemies to appear and fly into formation without shooting any of them.
After the boss alien appears (the one that carries the tractor beam attachment), you'll see a pulsar similar to the ones the aliens appear from fly from just above the boss alien to the middle-right of the screen.
Once it's gone by, shoot only the second alien from the left in the bottom row of the formation.
A "Special" flag will appear just below where it was; pick it up and you'll get a bonus ship.

In Parsec 1, go up to the very front and wait for all the bugs to come out.
Then kill the 2nd bug from the left in the bottom row to make the special flag appear.
Now, when the boss is coming down, move your ship and kill yourself by touching it.
Don't touch the blaster head, just the boss.
Your ship is turned into the blue one, and go get the special flag.


Another approach to the same situation:

At the start of the first round, push straight up until you stop.
DON'T shoot!
Just sit there and let all the bugs form.
Right after the last row of bugs get into formation a star will shoot from the top left side of the screen to the bottom right.
If you time this right you can get up to 5 shots on it.
After about 10 hits on the star (it will come out at random times during the game) it will transform your ship into a new ship that can shoot 3 shots on the screen (3 shots vertically in a row) instead of just 2.


- SERIES:


1. Galaxian

2. Galaga

3. Galaga 3

4. Galaga '88


$end

#-----------------------------

#Galaxian

$info=galaxian,galaxiaj,galmidw,galmidwo,
$bio

Galaxian (c) 10/1979 Namco.

This game was licensed to Midway for US manufacture and distribution. (12/1979)

Some hacks of this game are known as Galaxian Part 4, Galaxian Turbo, Super Galaxians, Super Invaders galactica, Swarm, and Galaxian Part X.

A bootleg made by Petaco S.A. is known as Zero Time.


- TRIVIA:


This was the first video game released with 100 percent of its graphics displayed in true R.G.B. color.


- TIPS & TRICKS:


Shoot one of the yellow (topmost) ships when it first comes down.
It causes the enemy ships to stop firing for a few moments.


- SERIES:


1. Galaxian

2. Galaga

3. Gaplus

4. Galaga '88


$end

#-----------------------------

#Galaxian Part 4

$info=galap4,
$bio

Galaxian Part 4 (c) 1979 G.G.I.

This game is a Hack of Galaxian.


- UPDATES:


The graphics have been altered and the game has been made more difficult.


$end

#-----------------------------

#Galaxian Part X

$info=galapx,
$bio

Galaxian Part X

This game is a Hack of Galaxian.


- UPDATES:


The rate of fire is much faster and the alien's movements are more random.


$end

#-----------------------------

#Galaxian Turbo

$info=galturbo,
$bio

Galaxian Turbo

This game is a Hack of Galaxian.


- UPDATES:


It’s much faster and the aliens move in a different pattern.


$end

#-----------------------------

#Galaxy Fight - Universal Warriors

$info=galaxyfg,
$bio

Galaxy Fight - Universal Warriors (c) 01/1995 Sunsoft.


- STAFF:


Galaxy Programmer: Yuichi Ueda, Shigetaka Inaba

Graphic Designer: Toshihiko Narita, Murakiti, Atsuki Matsui, Kouki Kita, Masashi Kazikawa, Yasuhide Maeda, Nobuhide Suzuki, Kazuhiro Watabe, Eiji Koyama, Ryuichi Kunisue, Takeshi Goya, Daisuke Fukuda

Tool Programmer: Hirokatsu Fujii

Sound Programmer: Kazuo Nii, Noriaki Urata

Music Composer: Masato Araikawa, Takayuki Sasaki

Musicians: Jun Kojime, Masato Araikawa

Music Coordinator: Atsushi Mihiro, Shoji Yogo

Voice Actor: Kazunori Hotta, Takakazu Tukamoto, Shinsuke Aoki, Naoto Sugisaka, Chiaki Kato, Tajuro, John Gibson

Director: Yuichi Ueda


$end

#-----------------------------

#Galaxy Rescue

$info=grescue,
$bio

Galaxy Rescue (c) 1979 Taito.

This game is also known as Lunar Rescue.

A bootleg of this game is known as Destination Earth.


$end

#-----------------------------

#Galaxy Wars

$info=galxwars,galxwar2,galxwart,
$bio

Galaxy Wars (c) 08/1979 Universal.

A bootleg of this game is known as Star Wars.


$end

#-----------------------------

#Galivan - Cosmo Police

$info=galivan,galivan2,
$bio

Galivan - Cosmo Police (c) 1985 Nichibutsu.


$end

#-----------------------------

#Gallag

$info=gallag,
$bio

Gallag (c) 1982

This game is a bootleg of Galaga.


- UPDATES:


This bootleg looks and plays exactly like the original Galaga except that it says "GALLAG" on the title screen and "1982" where the Namco copyright would normally be.


$end

#-----------------------------

#Gallop - Armed Police Unit

$info=gallop,
$bio

Gallop - Armed Police Unit (c) 09/1991 Irem.


$end

#-----------------------------

#Galmedes

$info=galmedes,
$bio

Galmedes (c) 01/1993 Visco.


$end

#-----------------------------

#Gals Panic

$info=galpanic,
$bio

Gals Panic (c) 11/1990 Kaneko.


- STAFF:


Cast: Marina Matsumoto, Ayami Kida, Nami Ozawa, Yuki Miho, Emi Nagahara, Shiori Asano


- SERIES:


1. Gals Panic

2. Gals Panic 2

3. Gals Panic 3

4. Gals Panic 4

5. Gals Panic S

6. Gals Panic S2


$end

#-----------------------------

#Gals Pinball

$info=galspnbl,
$bio

Gals Pinball (c) 1996 Comad.


- SERIES:


1. Hot Pinball

2. Gals Pinball


$end

#-----------------------------

#Games

$info=usg185,usg252,
$bio

Games (c) 1991 U.S. Games.


$end

#-----------------------------

#Ganbare Ginkun

$info=ginkun,
$bio

Ganbare Ginkun (c) 1995 Tecmo.


$end

#-----------------------------

#Gang Busters

$info=gbusters,
$bio

Gang Busters (c) 1988 Konami.

This game is known in Japan as Crazy Cop.


$end

#-----------------------------

#Gang Wars

$info=gangwars,gangwarb,
$bio

Gang Wars (c) 07/1989 Alpha Denshi.


- STAFF:


Producer & Director & Game Design: Tsutomu Maruyama

Graphic Designer: Tsutomu Maruyama, Hatsue Honbe, Mitsunari Ishida, Kazushige Hakamata

Music Composer & Sound Effect: Yuka Watanabe, Hiroaki Shimizu

Main Programmer: Eiji Fukamatsu, Hideo Kamoda, Yuuji Noguchi,Osamu Iijima

Hardware: Eiji Fukatsu


$end

#-----------------------------

#Gaplus

$info=gaplus,gaplusa,
$bio

Gaplus (c) 04/1984 Namco.

This game was renamed for US as Galaga 3. (10/1984)


- TIPS & TRICKS:


These tips are all variations on the same theme:

On level 1, allow all of the enemies to appear and fly into formation without shooting any of them.
After the boss alien appears (the one that carries the tractor beam attachment), you'll see a pulsar similar to the ones the aliens appear from fly from just above the boss alien to the middle-right of the screen.
Once it's gone by, shoot only the second alien from the left in the bottom row of the formation.
A "Special" flag will appear just below where it was; pick it up and you'll get a bonus ship.

In Parsec 1, go up to the very front and wait for all the bugs to come out.
Then kill the 2nd bug from the left in the bottom row to make the special flag appear.
Now, when the boss is coming down, move your ship and kill yourself by touching it.
Don't touch the blaster head, just the boss.
Your ship is turned into the blue one, and go get the special flag.


Another approach to the same situation:

At the start of the first round, push straight up until you stop.
DON'T shoot!
Just sit there and let all the bugs form.
Right after the last row of bugs get into formation a star will shoot from the top left side of the screen to the bottom right.
If you time this right you can get up to 5 shots on it.
After about 10 hits on the star (it will come out at random times during the game) it will transform your ship into a new ship that can shoot 3 shots on the screen (3 shots vertically in a row) instead of just 2.


- SERIES:


1. Galaxian

2. Galaga

3. Gaplus

4. Galaga '88


$end

#-----------------------------

#Garou - Mark of the Wolves

$info=garou,garoup,garouo,
$bio

Garou - Mark of the Wolves (c) 11/1999 SNK.


- TIPS & TRICKS:


*Random fighter*
Hold Start and press a Punch or Kick button at the character selection screen. 


*Play as Grant*
At the character select screen, highlight Dong Hwan, hold start and press Up(x2) Down(x2), Up, Down.


*Play as Kain*
At the character select screen, highlight Jae Hoon, hold start and press Down(x2), Up(x2), Down, Up.


*Select victory pose*
Press a Punch or Kick button immediately after your opponent has been defeated.


*Survival Mode*
Insert a coin, hold A+B+C+D and press START.
You will then play a Survival Mode (quite hard one too).


*Alternate costume colors*
Each character has 4 colors, corresponding to each button.


- SERIES:


1. Fatal Fury - King of Fighters

2. Fatal Fury 2

3. Fatal Fury Special

4. Fatal Fury 3 - Road to the Victory

5. Real Bout Fatal Fury

6. Real Bout Fatal Fury Special

7. Real Bout Fatal Fury 2 - The Newcomers

8. Fatal Fury Wild Ambition

9. Garou - Mark of the Wolves


- STAFF:


Exective Producer: H. Matsumoto

Producer: S. Itoh, T. Tsukamoto

Cast: Satoshi Hashimoto (Terry Bogard), Eiji Takemoto (Rock Howard), Jun Hashimoto (Kim Dong Hwan), Hiroki Asakawa (Kim Jae Hoon), Yuki Horie (Hotaru Futaba), Kohji Ishii (Gato), Rei Saitoh (B. Jenet), Hikaru Hanada (Khushmood Butt), Junko Takeuchi (Hokutomaru), Eiji Yano (Freeman), Hikaru Hanada (Tizoc), You Kitazawa (Kevin Rian and Grant), Junko Takeuchi (Marky), Paul G.R. (Narration)

Planner: Kim-Ken, Y. Oda, Goory, I. Higemura, Yucky

Foreground Designer: SoeSoe.F, Heitarou, Rolly.R, N. Kuroki, Futatsu.N, G. Ishidamanf, Terarin, Itokatsu, S. Sasada, Eimotsu, Yuko, D-Mtl'Uchide, K. Naoe, Gi Pinoko, Yuko.K, T. Ishikawa

Background Designer: M. Hirano, D. Takagi, E. Tsutsui, Tomo, Sakura-E, R. Nariai, Shimidi, Kumiko.M, C. Zanami

Special Effects: Tashiboo, T. Masami

Event Art Design: Kaoruru, M. Hirano, C. Zanami, A. Yamada

New Staff: Kohji, Z. Kadoma, Manbu, Zacky

Programmer: Bo-Fukunaga, Dan-Abe, Rotten Air

Sound: Ackey, Yassun, Hori-Hori, Okan, Q-Jirou

Title Design: Nao-Q

Illustrator: Tonko, Arita/Ymt


$end

#-----------------------------

#Garuka

$info=garuka,
$bio

Garuka (c) 09/1988 Konami.

This game is known outside Japan as Devastators.


- STAFF:


Steve Kaufman, Frank Bundra, Frank Pellegrini, Mari Hermanson


$end

#-----------------------------

#Garyo Retsuden

$info=garyoret,
$bio

Garyo Retsuden (c) 04/1987 Data East.


$end

#-----------------------------

#Gate of Doom

$info=gatedoom,gatedom1,
$bio

Gate of Doom (c) 07/1990 Data East.

This game is known outside Japan as Dark Seal.


- STAFF:


Game Master: Yoshiyuki Urushibara

Main Programmer: N. Susa

Main Graphic Designers: S. Noda, J. Matsuda, Y. Ishibiki

Programmers: Mentaiko, Tac.H, K. Miyazawa

Graphic Designers: M. Tokoro, E. Kurihara, M. Ooe, S. Nagao, K. Minagawa, K. Hashimoto, M. Inoshita, H. Fuziwara, T. Kitahara

Music Composers: Maro, T. Kiuchi, K. Mori

Sound Effects: Azusa

Hardware: S. Mitsui

Project Leader: Mentaiko


$end

#-----------------------------

#Gauntlet

$info=gauntlet,gauntir1,gauntir2,gaunt2p,
$bio

Gauntlet (c) 12/1985 Atari Games.

The 2 players version was released the next year. (05/1986)


- STAFF:


Designed by Ed Logg.

Programmed by Ed Logg, and Bob Flanagan.


- TRIVIA:


Gauntlet was based on a computer game known as Dandy for the Apple II.

The creators of Dandy sued Atari for plagiarizing their design.

Ed Logg still owns the patent on the gameplay.


- UPDATES:


The Intermediate releases have more food on the earlier levels compared to the original release.


- TIPS & TRICKS:


If you remain motionless (or basically aimless) and stall off about 30 health, all of the doors will open.
Everybody knows this, and the game even tells you about it.
The game doesn't tell you that if you stall off about 200 health, all the walls will turn into exits!


The game designers had to include this because there are some levels which require you to pick up a key before you exit.
If you are already filled up with keys, and the doors are all gone, then it would be *impossible* for you to exit, and you would starve to death.


What they didn't anticipate, is that certain levels of the game which are really difficult, which would require you to take massive health losses to finish, become very simple if all the walls are exits.
Or they can be effectively skipped altogether.


Because the game has Monty-Hall levels with lots of food on them, you can use this cheat to only play levels which are a wash or increase your health dramatically, and cut your losses to 200 on all the really hard levels.


All you need to live forever as the Warrior is extra shot power!
This way you can kill everything in exactly one shot.
This allows you to do precision firing and gives you a level of control over your shots that no other character can achieve.


The best character to play, in the *long* run, is the elf.
His magic is just as good as the wizard's and his fight ability as good as Thor's.
His ability to shoot through cracks in addition to all this (when he has the power potions) makes him the best.
The Valkyrie is the worst, although some people regard this as a challenge...


To manipulate the point value of Death, shoot him.
Death's point value takes the following progression: 1000-2000-1000-4000-1000-6000-1000-8000, and then back to start.
His value keeps from the previous game.


You can kill Death painlessly by teleporting on top of him.


Level 8 is the level that the previous game ended on.
If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your highscore.


You can try to determine where you land when you get into a teleporter.
You always move to the teleporter closest to you that is on the screen.
If you are playing a multiplayer game you can have the other players stay on the opposite edge of the screen to manipulate which teleporters are on screen when you enter.
When you leave the other side you can help determine where you come out.
After you enter move the joystick in the direction you want to land.
Pull down to reappear under the exit teleportal or left to reappear to the left of it, etc...


Use diagonal shots!!
This is a very useful tip.
First shooting through cracks can save you a lot of pain later.
If you can take out a generator through the cracks instead of head on you save lots of health.
When you start using diagonals you get a lot more opportunities to take things out a distance also.
Level 3 is a prime example of a board that shooting diagonally can save you time and health.


Move slowly and surely.(usually)
When a generator appears on the edge of the screen in front of you take it out before moving further ahead.
It is easier to take out a generator that is alone than to move close up on it and have 3 or 4 generators pumping out monsters.
Also if there is a potion or destructible food behind it you won't shoot the food if the food is off the screen and you let out one too many shots.


Always consider the risks and rewards of your actions:

If a single death is attacking you and he traps you in a corner let him hurt you instead of using a potion.
After 200 points of damage death disappears and a potion can save you a lot more health later in the game.

Take a hit or two instead of firing blindly with destructible food in your line of fire.
Especially against sorcerers.
Food will give you 100 health while even being hit by 3 of the strong ghost will only take away 90.


Sometimes it is better to leave a treasure chest instead of taking it.
If the treasure chest forces monsters to come at you single file leave it until the board is clear.
Treasure chests sometimes are placed in cracks next to generators which stops monsters from being created next to you.
Also on the first level if you go through the door you and leave the treasure chest in the center alone you can use it to help line up your shots on the generators.
On levels where there are few walls (or levels that you waited for exits) treasure chests can be used to stop a demon's fire ball.


Take and use keys wisely.
You are limited in the number of items that you can carry.
If you are full you will not be able to pick up that nice potion.
Or if you are in a single file corridor and there is a key in the middle of it you will not be able to go through the key until you use a key or a potion.
There are also some levels where having no keys is a benefit.
However, occasionally you may want to wait and lose 30 health to keep a key or two for a later level.


Lobbers:
These critters are mainly an annoyance.
Being hit by a single lobber does not do a lot of damage, but it can add up when they attack in groups.
Lobbers aim ahead of you if you are moving and they are very accurate shots.
To avoid being hit by a lobber move erratically; either move & stop, or change direction a lot.
Lobbers also have a tendency to shoot your food and potions.
To avoid them destroying your food, never move directly towards food on levels with lobbers.
Lobbers can sometimes be helpful by hitting other monsters and generators.
You can sometimes get them to shoot generators by moving towards the generators.


Death:
You can not fight death.
If you shoot death you get 1 point, but it does not hurt him.
Death is slow and is easy to outrun and outmaneuver.
After death takes 200 health points he disappears.
There are only two ways to kill death:

1) a potion, (for 1000-8000 pts.)

2) land on him next to a teleporter.(no points)
Death first appears on level 7.


The Thief:
The thief always follows the player with the best item when he enters the board.
The order is Special abilities (Extra Speed is his favorite), potions, then keys.
If you shoot him before he gets to you, you can take his gold for 500 points.
If you shoot him after he steals from you he gives back your item; however if he steals a special ability he will only give back a regular potion.
If you want to wait for the walls to turn into exits wait in your entrance square if you can so that the thief will not appear.
If you don't and you shoot the thief the counter restarts and you have to lose another 200 health to get all of the exits.
The thief will never come out more than one time a level when he comes out you will hear a distinctive set of chimes.
The thief never comes out before level 8.
If another player is blocking the path to his intended target the thief will attack.


Treasure room:
All of the treasure you get is worthless if you do not find the exit and leave before time is up.
If there is a hidden potion in a treasure room it is worth a lot more than finding the exit; you will keep the hidden potion even if time runs out before you find the exit.
Treasure rooms can wrap around.
If it seems like you are running in circles you probably are.


Character Abilities: (from memory but probably accurate)

- Shot Power
Warrior: 2 damage,
Valkyrie: 1 damage,
Wizard: 1 or 2 damage,
Elf: 1 damage

- Shot Speed:
Warrior: Slow,
Valkyrie: Average,
Wizard: Fast,
Elf: Very Fast

- Fight Power:
Warrior: Strongest,
Valkyrie: Strong,
Wizard: Weak,
Elf: Average

- Magic Power:
Warrior: Weakest,
Valkyrie: Weak,
Wizard: Excellent,
Elf: Good

- Armor:
Warrior: -20% damage,
Valkyrie: -30% damage,
Wizard: none,
Elf: -10% damage

- Speed:
Warrior: Slowest,
Valkyrie: Average,
Wizard: Slow,
Elf: Fast

The Wizard's fight power will not affect generators.

The Warrior's magic power will not affect generators.

The Valkyrie's magic power will do 1 point of damage against generators.

The Elf's magic power will do 2 point of damage against generators.

The Wizard's magic power will destroy all generators.

Extra Magic power will increase the damage done to generators.
Shooting a potion will decrease damage done to generators.
If a Warrior shoots a potion strong monsters will only be wounded not killed.

If you are on a hidden potion level and you already have that special ability you will only get a potion.
Your abilities will not increase more.


- SERIES:


1. Gauntlet

2. Gauntlet II

3. Gauntlet Legends

4. Gauntlet Dark Legacy


$end

#-----------------------------

#Gauntlet II

$info=gaunt2,
$bio

Gauntlet II (c) 08/1986 Atari Games.


- STAFF:


Designed by Ed Logg.

Programmed by Ed Logg and Bob Flanagan.


- TIPS & TRICKS:


Once you get to the thief/mugger levels you can wait for the thief to appear and shoot him.
He will appear in the same space you start the level on: shoot him and his money bag will appear.
Do not pick up the money bag - it will cover his entrance onto the board, and therefore he may not appear until his entrance space is clear.
This is not a good tactic because of the amount of time wasted to do this.
It should only be used on long boards.


You may also stop the thief/mugger by pushing a movable block across your own path.
The thief/mugger will follow your own trail - footstep for footstep!
Therefore you can run, find a movable block and circle around and cover your own trail by pushing the block to cover your trail.
Note: if you re-cross your own trail, the thief/mugger will take the shortest route to catch you.


If you are playing two or more players, you can kill almost all dragons with one player diverting his attention, or using an indirect attack.
For example: you can find shootable walls or just stand in the right spot askew from the dragon.
He will try to flame instead of fire-ball.
If done correctly, you will be standing a wall away from him.
Then your partner can go around and shoot flame head while the dragon is flaming away.


The 200 tick trick (see Gauntlet I) is now the 900 tick trick.
The game doesn't seem to have an ending, just like Gauntlet I.
Others have claimed it isn't 900 but some other number.
This number can probably be adjusted by the operator.


In this game there are 'secret rooms'.
To get to a secret room, perform a secret trick on a level.
Some of the secret tricks are:

* Teleporting into the exit

* Pushing a movable wall into the exit

* Keeping all the super shots

* Not using invulnerability (this is almost always a good idea anyway)

* Not touching a fake exit

* Teleporting on top of Death and/or acid blobs

* Not taking ANYTHING (the tick trick comes in handy here)


The hints it gives to the secret room don't necessarily apply to your current level, just as on Gauntlet I.
The secret trick usually doesn't work, but it is always the same for any given board.
You're allowed one secret trick for every 15 levels or so.


You can kill the acid blobs!
Just drop 2 potions in quick succession.
This works regardless of your magic ability.
It also puts the dragon back to sleep momentarily. (You can also kill them with a teleporter. If there's a teleporter handy, that is.)


The ? foods are NOT random.
Grab a ? food on health mod 20 == 7.
You'll get 200 health.


Couple of strategy notes:
Reflective shots make the dragon easier.
Invulnerability makes him very easy :)
And remember that when generators aren't on the screen, they don't generate monsters.


- SERIES:


1. Gauntlet

2. Gauntlet II

3. Gauntlet Legends

4. Gauntlet Dark Legacy


$end

#-----------------------------

#Gee Bee

$info=geebee,geebeeg,
$bio

Gee Bee (c) 10/1978 Namco.

Also licensed to Gremlin.


- STAFF:


Designed by Toru Iwantani.


- TRIVIA:


Joining Namco, Toru wanted to design pinball games.
Gee Bee, Cutie Q, and Bomb Bee were his arcade game hybrids.
Toru would achieve later, greater fame by designing Pac-Man.


- SERIES:


1. Gee Bee

2. Bomb Bee

3. Cutie Q


$end


#-----------------------------

#Gekirindan

$info=gekirido,
$bio

Gekirindan (c) 09/1995 Taito.


- STAFF:


Producer: Lee Ota

Program: Mr. Lee, Toten, Takahito Naoi, Riki

System Engineer: Ymot, Nob

Character: Yasunobu Kousokabe, Saori Hiratsuka, Ryota Sasaki, Sakotan, Miyabi Tashiro, Debi., Kao

Design: Hidetomo Ogino

CG Design: K. Kinoshita

Sound: Kazuko Karu Umino, Koji Sakurai, (Zuntata)


$end

#-----------------------------

#Gemini Wing

$info=gemini,
$bio

Gemini Wing (c) 1987 Tecmo.


- STAFF:


Screenplay: S. Sakurazaki

Background Design K. Niwakamaru

Logo & Base Design Noise Holic

Monster Design Willy Ichiro, Strong Shima, Soccer Kozou

Music S.E.: Yuhki

Test Play Sugar Beet Fay.

Programmed by Clark Gent.


$end

#-----------------------------

#Genpei ToumaDen

$info=genpeitd,
$bio

Genpei ToumaDen (c) 10/1986 Namco.


$end

#-----------------------------

#Genshi-Tou 1930's

$info=gensitou,
$bio

Genshi-Tou 1930's (c) 06/1989 SNK.

This game is known outside Japan as Prehistoric Isle in 1930.


- SERIES:


1. Genshi-Tou 1930's

2. Prehistoric Isle 2


$end

#-----------------------------

#Geostorm

$info=geostorm,
$bio

Geostorm (c) 1994 Irem.

This game is known in US as Gunforce 2.


- SERIES:


1. Gunforce - Battle Fire Engulfed Terror Island

2. Geostorm


$end

#-----------------------------

#Get Star

$info=getstarb,getstarj,
$bio

Get Star (c) 1986 Taito.

This game is known outside Japan as Guardian.


$end

#-----------------------------

#Ghost Muncher

$info=ghostmun,
$bio

Ghost Muncher

This game is a bootleg of Puckman.


- UPDATES:


In this bootleg, the colors, sounds, and the names of the ghosts have been changed.


$end

#-----------------------------

#Ghost Pilots

$info=gpilots,
$bio

Ghost Pilots (c) 01/1991 SNK.


- STAFF:


Producer: Eikichi Kawasaki

Executive Director: Nishiyama, Tama

Planner: Y.O

Sub Planner: Ishimotti

Programmer: Mr. SNK26, 001

Sound: Papaya

Design: Mioshi, Mr. Poo, 1610, R. Miyazaki, SK, N. Mori, T. Yumoto, Meshitaki, Capsule Kodama, 20 Gall Maeda, Child Higashi, 2DK Yamaguchi


$end

#-----------------------------

#Ghosts'n Goblins

$info=gng,gngt,gnga,
$bio

Ghosts'n Goblins (c) 09/1985 Capcom.

This game is known in Japan as Makai-Mura.

Licenced to Taito for US manufacture and distribution.

It was also licensed to Romstar for US distribution.


- STAFF:


Designed and programmed by Toshio Arima.


- UPDATES:


One weapon is different: in the Japan versions, you use a cross instead of a shield in the other versions.


- TIPS & TRICKS:


There is a place in the cave scene (the short scene right after you kill the two big ogres), where you can get 100K before the time runs out and you can repeat this every life, getting 3 lives for 2 deaths (until the game stops giving extra lives at 980K).
The spot is on the upper level to the right of the rock and just to the left of the second ladder.
Move the joystick back and forth rapidly at the spot and fire each time you change directions.
This causes a zombie to appear at the edge of the screen with each pivot you make and each shot you fire will kill a zombie.
You can get 100K+ from this if you're fast enough!


It is well known that if you duck and shoot a tombstone 15 times, an angel appears and fires a bolt that turns you into a frog.

Interesting bug: if you fire this bolt *just* as your time is about to run out, you'll turn into a frog INSTEAD of being killed by time over.
It wraps around to negative time or something and you have virtually unlimited time.(He recommends standing two rock-lengths away from the rock, and firing the 15th shot at time 0:02. If you're just slightly late, the bolt will still 'reincarnate' you but your character will appear distorted and you will be stuck in a ducked position).
Use this trick in combination with the above cave trick, and you're pretty much set.
If you perform the above trick but don't get the timing correct, your frog/man will be split in two and very messy in aspect.
The game is much harder for a scrambled knight!


*Boss tricks*

Dragon trick - You can pass the level four dragon by fleeing!
Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left: if everything is okay, the music should stop and the flames freeze.
Go to the door to collect the key.

Demon trick - To make the demon boss disappear at the end of level five, try running away from him as fast as you can!
Reach the floor with the hole in it and jump through it.
If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss.

Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them.
This is very useful in level six, when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level.


*Other tricks:

Weapon trick - After having defeated a level boss(es), the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so, the shots will reappear in the following stage.
This can be exploited to kill some of the skulls at beginning of level six (soooo useful...).

Fire bridge trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without topping.

Weird spots - In levels five and six there are spots where you can jump through the yellow rock background: usually getting blocked or killed.
In level six, the floor below the bosses' has an invisible hole in it at the extreme left: this can be used to the player's advantage.

Cemetary glitch - Reach the last tomb before the devil, jump it and go right two or three steps.
The knight should now be in front of a tree on the background.
Don't go any further - go back, instead.
Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you performed the trick correctly: surprise!

Warp trick - This is very odd: by a strategy similar to the one to reveal the cemetary glitch (that is, fiddling with scroll), you can activate a "level warp" in the platform section at the beginning of level four.
It involves going right, then trying to have some platform carry you beyond the "scroll stops" line on the left.
This should kill the knight and possibly make the next life start on the fire bridge or in level 5.


There are two 10,000 pts. in the game.
The first one is in the forest:
jump somewhere before the last plant.
To collect the second, go in the leftmost spot you can reach after you have landed on the bottom of level three; that is the place where you go to the dragon boss by simply running right.


*Armor*

The first armor is in the cemetary, between the red devil's starting position and last money bag: jump there to catch it.
In the forest, there's the infamous unreachable armor: to collect it you should reach a spot just above the money bag right after the first plant.
This cannot be done by jumping.

There are two armors in the ice palace.
One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location.

There are two armors in the blue cave.
The first one is obtained by climbing the leftmost ladder and falling off the ledge.
To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil.

The last armor is collected in level six by simply walking right on the first floor with hulk-like monsters on it.
I'm sure the programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor.


- SERIES:


1. Ghosts'n Goblins

2. Ghouls'n Ghost


$end

#-----------------------------

#Ghouls'n Ghost

$info=ghouls,ghoulsu,
$bio

Ghouls'n Ghost (c) 12/1988 Capcom.

This game is known in Japan as Dai Makai-Mura (literaly : "Great Demon World Village").


- TIPS & TRICKS:


Once you believe you have ended the game, a mysterious white man comes and sends the hero, Arthur, back to the village (at level one !).
That means : to win the game, all the stages must be completed two times, the second one with a very powerful weapon.

The second time, you must get the magic power from the goddess of battle.
To find it, you must put on the magic armor, and open a new chest.
The goddess then appears and gives you a more powerful weapon which can destroy the final boss (Loki).


- SERIES:


1. Ghosts'n Goblins

2. Ghouls'n Ghost


- STAFF:


Game Designer: Tokuro Fujiwara, S. Yoshimoto, H. Yamamoto

Programmer: Hiroshi Koike (Street Fighter), Masatsugu Shinoara (F1 Dream, Tiger Road), Shinichi Ueyama (New Face)


$end

#-----------------------------

#Ghox

$info=ghox,
$bio

Ghox (c) 1991 Toaplan.


$end

#-----------------------------

#Gigandes

$info=gigandes,
$bio

Gigandes (c) 1989 East Technology.


$end

#-----------------------------

#Gimme A Break

$info=gimeabrk,
$bio

Gimme A Break (c) 07/1985 Bally Sente.


- STAFF:


Software: Dave Ross

Artwork: Gary Johnson, Bil Maher, Bob Flemate

Audio: Gary Levenberg, Jesse Osborne

Hardware: Howard Delman, C. Verhargh, Paul Brandt


$end

#-----------------------------

#Ginga NinkyouDen

$info=ginganin,
$bio

Ginga NinkyouDen (c) 10/1987 Jaleco.


- STAFF:


Graphic design: Alta Shimizu, Kinta 58000, VTZ250 Mariko, Otaku Harada

Sound design: DX21 Kawagen Y8950

Voice: Hanuma An, Ayako Miura, Kanako Ohmori

Hardwear by Komeda.

Program by XLR250 Noel 4WD.


$end

#-----------------------------

#Gingateikoku No Gyakushu

$info=gteikoku,gteikokb,gteikob2,
$bio

Gingateikoku No Gyakushu (c) 1980 Irem.

This game is known outside Japan as UniWar S.


$end

#-----------------------------

#Gionbana

$info=gionbana,
$bio

Gionbana (c) 01/1989 Nichibutsu.


$end

#-----------------------------

#Gladiator

$info=gladiatr,
$bio

Gladiator (c) 1986 Taito.

A prototype version of this game is known as Golden Castle.

This game is known in Japan as Ohgon no Siro.


- TIPS & TRICKS:


The red sword:
If you get all the flying swords that attack you on the "walking" levels by defending them and tapping down, you get the red sword.
If you have it, and you repeatedly attack an enemy, you will become invincible for a while and your armor will be replenished.

The golden shield:
You pick it up on the "walking" levels.
It does not downgrade from missiles like the normal sheilds do.


You can pick up Irene's sword in level 1, and Zaid's mace in level 2 (stronger weapon, specially useful against Agathon and the rolling barrels)

You can break all the enemy's swords (and Zaid's mace) by hitting them constantly.


A tip to defeat Irene:
lower your shield and she will only use low attacks.
Break her sword (see above).


**Special trick:
How to strip Irene's clothes off!

This trick works only (as far as I known) on the Japanese version (Ohgon no Siro).
The American version is censored.

After breaking her sword, if her shield is not entirely broken, break it.
Irene, unlike the other characters, has TWO suits of armor.
DO NOT KILL HER!
Try to remove as many parts of the armor as you can, throwing careful attacks.
Focus especially on her chestplate and on the... uh..."thighplate"?.
After you've done that, defeat her BY ATTACKING HER LEGS.
She will fall on her knees, with her sword on her hands against her chest.
When you pass her, she extends her arms towards you and... HELLO!


$end
#-----------------------------

#Gladiator 1984

$info=sgladiat,
$bio

Gladiator 1984 (c) 1984 SNK.


$end

#-----------------------------

#Glob, the

$info=theglob,theglob2,theglob3,theglobp,
$bio

The Glob (c) 1983 Epos.

This game is also known as Super Glob, and Beastie Feastie.


$end

#-----------------------------

#Global Champion

$info=gblchmp,
$bio

Global Champion (c) 07/1994 Taito.

This game is known outside US as Kaiser Knuckle.

A prototype of this game is known as Dan-Ku-Ga.


- STAFF:


Image Illustrator: Nobuteru Yuki

Project Leader: Takeshi Kobori

Planner: Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki

Main Character Designer: Yuji Sakamoto, Takeshi Kobori

Character Designer: Hiroto Niizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida

Assistant: Peacock, Production IG, VAP

Main Programmmer: Hiroshi Aoki

Programmer: Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama

Music Composer: Yasuhisa Watanabe (Zuntata)

Sound Effect Designer: Katsuhisa Ishikawa (Zuntata)

Recording Engineer: Munehiro Nakanishi (Zuntata) and supported by Zuntata

System Engineer: Katsumi Kaneoka, Hironobu Suzuki

Designer: Kumi Mizobe, Takeshi Kobori

Mechanic Engineer: Koichi Otsu


*CAST*

Kazuya: Kazuki Yao

Barts: Ryutaro Okiayu

Lihua: Saeko Shimazu

Liza: Aya Hisakawa

Gekkou: Hideo Ishikawa

J-McCoy: Kazunari Tanaka

Wulong: Yasushi Horibata

Marco: Ichiro Otowa

Boggy: Andrew Holms

Gonzales: Hisao Egawa

Azteca: Ryu Kuzu

General: Steve Yamashita

Narrator: Randy Sexton


$end

#-----------------------------

#Go Go Mr. Yamaguchi

$info=yamagchi,
$bio

Go Go Mr. Yamaguchi (c) 1985 Taito.

This game is also known as Yuke Yuke Yamaguchi-Kun.


$end

#-----------------------------

#Go! Go! Mile Smile

$info=gogomile,
$bio

Go Go! Mile Smile (c) 1995 Fuuki.

This game is known in Japan as Susume! Mile Smile.


- STAFF:


Program: Syaboon, T. Usami

Graphic Desine: Dai, T. Komitan, Pan, Ryoma

Sound Compose: A. Inu. Nishida

Character Voice: T. Ando, M. Watanabe, T. Iwashita, S. Metugi, M. Canale, L. Breed, T. Lukasavitz, G. Crandell

Produce: Y. Takahashi


$end

#-----------------------------

#Goal! Goal! Goal!

$info=goalx3,
$bio

Goal! Goal! Goal! (c) 1995 Visco.


- STAFF:


Produce: Tetsuo Akiyama

Direction: Don Gabacyo

Assistance: Yasuhisa Itoi

Main Programmer: N. Yamaguchi

Programmer: PHA, M. Taniguchi, Gogo

Graphic Design: T. Matsu, H. Mawatari, Y. Nishino, Y. Kudou, H. Maehara, Chidori, S. Soeda, Hamigaki. Maru, J. Nakazawa, E-Ayasu

Sound: - Act Japan -


$end

#-----------------------------

#Goalie Ghost

$info=gghost,
$bio

Goalie Ghost (c) 1984 Bally Sente.


- STAFF:


Designed and programmed by Ed Rotberg, Owen Rubin, and Jon Kinsting.

Screen Graphics by Martin French and Roger Hector.

Music and sounds by Jesse Osborne.


$end

#-----------------------------

#Goindol

$info=goindol,
$bio

Goindol (c) 1987 Sun a Electronics.

A bootleg of this game is known as Homo.


$end

#-----------------------------

#Gold Bug

$info=goldbug,
$bio

Gold Bug (c) 1982 Century Electronics.


$end

#-----------------------------

#Gold Medalist

$info=goldmedl,
$bio

Gold Medalist (c) 09/1988 SNK.


$end

#-----------------------------

#Golden Axe

$info=goldnaxe,goldnabl,goldnaxj,goldnaxb,goldnaxc,goldnaxa,
$bio

Golden Axe (c) 06/1989 Sega.


- TIPS & TRICKS:


If possible, go to a different level of ground than your opponent.
If you are lower, you can cut up his legs and he can't hit you.
If you are higher, he will jump after you and you can hit him in mid-jump.
(He won't attack until he's on your level).


Two Player health restore: If a player's health is at zero (no life bar visible) when the bonus level/intermission ends, s/he will begin the next level at full health (three life bars).
So if you CAREFULLY hack one another, you can restore your health.
You should allow the other character to recover after each swipe, otherwise you may throw or kick and actually kill the other player.


- SERIES:


1. Golden Axe

2. Golden Axe - The Revenge of Death Adder


$end

#-----------------------------

#Golden Tee Golf

$info=gtg,
$bio

Golden Tee Golf (c) 1990 Strata / Incredible Technologies.


- SERIES:


1. Golden Tee Golf

2. Golden Tee Golf II

3. Golden Tee 3D Golf

4. Golden Tee Golf '97

5. Golden Tee Golf '98

6. Golden Tee Golf '99

7. Golden Tee Golf Fore


$end

#-----------------------------

#Golden Tee Golf II

$info=gtg2,gtg2j,gtg2t,
$bio

Golden Tee Golf II (c) 1991 Strata / Incredible Technologies.


- SERIES:


1. Golden Tee Golf

2. Golden Tee Golf II

3. Golden Tee 3D Golf

4. Golden Tee Golf '97

5. Golden Tee Golf '98

6. Golden Tee Golf '99

7. Golden Tee Golf Fore


- STAFF:


Creative direction: R.Scott Morrison

Game design: Larry Hodgson, Jim Zielinski

Software: Larry Hodgson, Jane Zeto

Hardware: Steve Jaskowiak, Scott A.Allie

Artwork: Dale Kerkman, Susan Carlson, Tim Skelly

Sound and music: David D.Thiel

Golf course design: Jim Zielinski

Sales: John Cassiday


$end

#-----------------------------

#Golfing Greats

$info=glfgreat,glfgretj,
$bio

Golfing Greats (c) 03/1991 Konami.


- SERIES:


1. Golfing Greats

2. Golfing Greats 2


$end

#-----------------------------

#Gondomania

$info=gondo,
$bio

Gondomania (c) 03/1987 Data East.

This game is known in Japan as Makyou Senshi.


- STAFF:


Game Designed by Y. Gondo.

Programed by T. Kitazawa, T. Nishizawa, S. Tamura

Sound by H. Yoshida.

Music Composed by A. Hara.

Character Designer: Back Man, A. Kushima, H. Nomura

Hardware Designer: K. Yoshida

Ending Desigend by T. Nishizawa.

Supervised by T. Kitzawa.


$end

#-----------------------------

#Gorf

$info=gorf,gorfpgm1,
$bio

Gorf (c) 02/1981 Midway.


- STAFF:


Designed and programmed by Jay Fenton.


- TRIVIA:

GORF is an acronym for "Galactic Orbiting Robot Force"

GORF was the first game ever to show multiple scenes.

Jay designed a sequel to Gorf called Mrs. Gorf, but it was never released.


$end

#-----------------------------

#Got-Ya

$info=gotya,
$bio

Got-Ya (c) 1981 Game-A-Tron.

This game is also known as The Hand.


$end

#-----------------------------

#Gourmet Battle Quiz Ryorioh Cooking

$info=ryorioh,
$bio

Gourmet Battle Quiz Ryorioh Cooking (c) 1998 Visco.


$end

#-----------------------------

#Gradius

$info=gradius,
$bio

Gradius (c) 05/1985 Konami.

This game is also known as Nemesis.


- SERIES:


1. Gradius

2. Gradius II - Gofer no Yabou

3. Gradius III

4. Gradius IV - Fukkatsu


$end

#-----------------------------

#Gradius II - Gofer no Yabou

$info=gradius2,grdius2a,grdius2b,
$bio

Gradius II - Gofer no Yabou (c) 03/1988 Konami.

This game is known outside Japan as Vulcan Venture.


- SERIES:


1. Gradius

2. Gradius II - Gofer no Yabou

3. Gradius III

4. Gradius IV - Fukkatsu


- STAFF:


Game Programmer: T. Takatori, K. Tsutsui, T. Horimoto, A. Suzuki, T. Fujii

Graphic Designer: M. Yoshikata, H. Ashida, M. Iwamoto, A. Nonami, K. Kakuwa

Sound Editor: S. Tasaka, M. Furukawa, K. Matsubara, S. Hukami

Engineer: K. Hashima

Title Designer: F. Shinuya, J. Tanaka


$end

#-----------------------------

#Gradius III

$info=gradius3,grdius3e,grdius3a,
$bio

Gradius III (c) 12/1989 Konami.


- SERIES:


1. Gradius

2. Gradius II - Gofer no Yabou

3. Gradius III

4. Gradius IV - Fukkatsu


$end

#-----------------------------

#Grand Champion

$info=grchamp,
$bio

Grand Champion (c) 07/1981 Taito.


$end

#-----------------------------

#Grand Cross

$info=gcpinbal,
$bio

Grand Cross (c) 1994 Excellent System.


$end

#-----------------------------

#Grand Striker

$info=gstriker,
$bio

Grand Striker (c) 08/1993 Human.


- STAFF:

Program Direction: Shin Umezawa, Masato Masuda

Main Programmer: Hiroshi Sasaki

Programming: Shigeaki Nezu, Kazuhiro Uebayashi

Main Graphic Designer: Kenji Kimura

Visual Director: Hisashi Satoh

Graphics: Yoshinori Asakura, Satoru Itoh, Toshiyuki Ohhashi, Kouji Kaneda, Tsuyoshi Kinoshiro, Kazuo Komuro, Shigeki Sugimoto

Sound Production: H.E.L.P.

Music Composition: Hironori Tanaka, Masahiro Yonezawa, Kanako Yamakita, Konomi Itoh, Katsunari Kitajima

SE & Music Programmer: Masamichi Yamazaki

Music Driver Programming: Kouji Niikura, Tomoyuki Takano

Game Design: AM "King of Striker" Team

Director: Midori Masato


$end

#-----------------------------

#Gravitar

$info=gravitar,gravitr2,gravp,
$bio

Gravitar (c) 08/1982 Atari.

Another prototype of this game is known as Lunar Battle.


- STAFF:


Designed and programmed by Mike Hally.


- TRIVIA:


A colossal failure, the designer of Gravitar would go on to greater heights while helping design Star Wars.
Hally's recent programming credits include Gauntlet-Legends.


- TIPS & TRICKS:


A well known gravitar cheat/bug is as follows...
At a joint between two vectors (>90 degrees), position yourself below and shoot straight up.
If you can align yourself just right, the shots will travel through the walls at the joint.
Without moving from side to side, just thrust up and voilà, you are now inside the wall.
You can now move around and shoot the gun pods from behind.
This is especially useful if you can get under the world!


$end

#-----------------------------

#Great 1000 Miles Rally

$info=gtmr,gtmre,gtmrusa,
$bio

Great 1000 Miles Rally (c) 07/1994 Kaneko.


- UPDATES:


Evolution Model (09/1994):
Has two additional cars (for a total of 12): RacerX and FireBall.
Has two different colors for most cars (as opposed to only one).
When AI cars are hit they burst into flame instead of throwing off sparks.
Player's car throws off a lot more smoke when driving.
Player's car bursts into flames when time runs out.
Levels have been slightly changed (ramps removed, added, etc.).
Intro has been changed slightly (windowed animations play first, car throws off smoke, sound effects play).
Title screen now has animated letters and no Italian flag.


- SERIES:


1. Great 1000 Miles Rally

2. Mille Miglia 2 - Great 1000 Miles Rally


$end

#-----------------------------

#Green Sluggers '94

$info=gslgr94u,
$bio

Green Sluggers '94 (c) 1994 Namco.


$end

#-----------------------------

#Great Swordsman

$info=gsword,
$bio

Great Swordsman (c) 1984 Taito.


$end

#-----------------------------

#Green Beret

$info=gberet,gberetb,
$bio

Green Beret (c) 10/1985 Konami.

This game is also known as Rush'n Attack.


$end

#-----------------------------

#Grid Seeker - Project Stormhammer

$info=gseeker,gseekeru,gseekerj,
$bio

Grid Seeker - Project Stormhammer (c) 1992 Taito.


- STAFF:


Game design: Tsukasa Ohshima, <3Nurse<3 Mizukami, Takafumi kaneko

Programmer: T.Natani, Takafumi Kaneko, Mercury Hayashi, Jinji Tantou

Software: Shirou Yoshida, Youichi Sakai, Hiroyuki Minemura

Character design: Tsukasa Ohshima, <3Nurse<3 Mizukami, Keppel Maekawa

Object art director: Indy Chinkai

Screen art director: Takashi Yamada, Lin Hu-Man Gas

Graphic design: Takashi Yamada, Kenji Hazama, Kouichi Kizato, Tamae Kisanuki, Natsuko Tsuji, Mari Fukusaki, Akiyoshi Takada, Indy Chinkai, Space Creative, A-Wave, Visual Arts Production

Hardware engineer: Katsumi Kaneoka

Decorator: Toshiyuki Takenami

Sound director: Nakayama-Joutouhei, Naoto "Yag"Ishita, By Team Zuntata

Producer: Toshiaki Kato


$end

#-----------------------------

#Gridiron Fight

$info=gridiron,
$bio

Gridiron Fight (c) 03/1985 Tehkan.


$end

#-----------------------------

#Gridlee

$info=gridlee,
$bio

Gridlee (c) 1983 Videa.


- STAFF:


Designed and programmed by Howard "Howie" Delman.


- TRIVIA:


This game was never released.
Only one machine of Gridlee exists!


$end

#-----------------------------

#Grind Stormer

$info=grindstm,grindsta,
$bio

Grind Stormer (c) 01/1993 Toaplan.

This game is known in Japan as V-Five.


- UPDATES:


Grind Stormer seems to be different in the way that you pick up the items directly and don't go through the power-up bar.


- STAFF:


Director: K. Takano

Programmer: C. Hayasato, T. Ikeda

Graphic Design: Y. Naora, M. Yamaguchi

Sound Director: M. Yuge


$end

#-----------------------------

#Grobda

$info=grobda,grobda2,grobda3,
$bio

Grobda (c) 12/1984 Namco.


- STAFF:


Game Designer: EVE200 End

Programmer: Hosei Wait

Music Composer: Yuri Keino

Engineer: Tall Ogawa

Graphic Design: You. Shino

Debugger: Tama Chang

Produced by EVE200 End.


$end

#-----------------------------

#Growl

$info=growl,growlu,
$bio

Growl (c) 02/1991 Taito.

This game is known in Japan as Runark.


- STAFF:


Promotion Object: Hiromitsu Mihara

Music & Sound Effect: Yack. (supported by Team Zuntata)

Character: Yasuhiko Kikuchi, Aya Inochi Igarashi, Fujiwaran X, Takatsuna Senba, Hisakazu Kato

Hardware: Eikichi Takahashi, Bruiser Kushiro

Trifling Work: Insector Fjw

Software: 3D Master Sugawara, Muscle Sato, Yamabanga Ymot Yagi, On a Ninja Daisuke Yasukouchi, Chinpuson Mr2 Tanaka, God Mountain Y. Kohyama

Software Support: Hideki Hashimoto, Takashi Kitabayashi

Base Game Plan: Exit Yab

Game Direction: Hide Chan

Project Management: Greatest Hidehiro Fujiwara


Dedicated to the late Mr. Katsujiro Fujimoto.


$end

#-----------------------------

#Gryzor

$info=gryzor,
$bio

Gryzor (c) 1987 Konami.

This game is known outside Europe as Contra.


- SERIES:


1. Gryzor

2. Super Contra


- STAFF:


Game Programmer: Satoru, Hideyuki Falco, Koichi Cobra

Video Graphics: Kengo

Special Designer: Ishiwari Jinbo, Passionate Norio

Sound Editor: Kazuki Jah

Engineer: Rom Yamamoto

Directed by Koji.


$end

#-----------------------------

#Guardian

$info=getstar,
$bio

Guardian (c) 1986 Taito.

This game is known in Japan as Get Star.


$end

#-----------------------------

#Guerilla War

$info=gwar,gwara,gwarb,gwarj,
$bio

Guerilla War (c) 03/1988 SNK.

The Japanese version of this game is called Guevara.


- TRIVIA:


It's based on the revolutionary war of Cuba against the Baudista Empire that occurred in the 1950s.
The first player takes on the role of Che Guevara and the second player controls Fidel Castro.


- UPDATES:


The storyline was changed for the US version of the game.


$end

#-----------------------------

#Guided Missile

$info=gmissile,
$bio

Guided Missile (c) 04/1977 Midway.


$end

#-----------------------------

#Guiness, The

$info=guiness,
$bio

The Guiness  (c) 1984 Sun Electronics.

This game is known outside Japan as Strength & Skill.


$end

#-----------------------------

#Gulf Storm

$info=gulfstrm,gulfstr2,
$bio

Gulf Storm (c) 1991 Dooyong.

Also licensed to Media Shoji.


$end

#-----------------------------

#Gulf War II

$info=gulfwar2,
$bio

Gulf War II (c) 1991 Comad.


- SERIES:


1. Gulf War

2. Gulf War II


$end

#-----------------------------

#Gun & Frontier

$info=gunfront,
$bio

Gun & Frontier (c) 01/1991 Taito.


$end

#-----------------------------

#Gun Bullet

$info=gunbulet,
$bio

Gun Bullet (c) 1994 Namco.

This game is known in US as Point Blank.


$end

#-----------------------------

#Gun Dealer '94

$info=gundl94,
$bio

Gun Dealer '94 (c) 1994 Dooyong.

This game is known as Primella. (NTC license)


- SERIES:


1. Gun Dealer

2. Gun Dealer '94 


$end

#-----------------------------

#Gun Dealer

$info=gundealr,gundeala,gundealt,
$bio

Gun Dealer (c) 1990 Dooyong.

Licensed to Tecmo for Japan manufacture and distribution.


- SERIES:


1. Gun Dealer

2. Gun Dealer '94 


$end

#-----------------------------

#Gun Fight

$info=gunfight,
$bio

Gun Fight (c) 01/1975 Midway.


- STAFF:


Designed and programmed by Dave Nutting and Tom McHugh.


- TRIVIA:


Gun Fight was the first Japanese title to be licensed for release in America.

It was also the first video game to incorporate a micropocessor and the expanded processing capabilities allowed for graphics and gameplay much more advanced than Pong.


- SERIES:


1. Gun Fight

2. Boot Hill


$end

#-----------------------------

#Gun Frontier

$info=gunfrontj,
$bio

Gun Frontier (c) 1990 Taito.


$end

#-----------------------------

#Gun Hohki

$info=gunhohki,
$bio

Gun Hohki (c) 1992 Irem.


$end

#-----------------------------

#Gun.Smoke

$info=gunsmoke,gunsmrom,gunsmoka,gunsmokj,
$bio

Gun.Smoke (c) 11/1985 Capcom.

Licensed to Romstar for US manufacture and distribution.


- TRIVIA:


Gun.Smoke is based on the old T.V. series of the same name.


- TIPS & TRICKS:


Here's an interesting Gunsmoke bug:
When you're on level two, make sure you have a horse when  you kill Roy Knife.
Once he is dead, walk over his corpse and your horse will be killed.
Roy raises from the dead as a sort of indestructible zombie.
You can shoot him as much as you like, but he won't die.
In this way you can play until you get tired of it.


- STAFF:


Kura<3Aya, Shi2Kura, ?Sakura?, Ota=Big5, Okamoto


$end

#-----------------------------

#Gunbird

$info=gunbird,gunbirdj,gunbirdk,
$bio

Gunbird (c) 09/1994 Psikyo.


- TIPS & TRICKS:


If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...


- SEQUELS


1. Gunbird

2. Gunbird 2


- STAFF:


Hirofumi Nakamura, Artmic, Jun-Ichi Niwa, Shin Nakamura, Rick Johnson, Hyoue Ogama, Wataru Yamazaki, Hideyuki Oda, Masaki Izutani, Ikuda Yosida, Youko Tsukagoshi, Hiromi Tanegasima, Toshinori Sugita, Seiki Sato, Shiori Saito, Yusa Tarou


$end

#-----------------------------

#Gunbird 2

$info=gunbird2
$bio

Gunbird 2 (c) 1998 Psikyo.


- TIPS & TRICKS:


*Maintenance code*
In test mode, enter this code:

5-2-0-4-8 for Maintenace Mode [Stage Select (Loads of cool stuff here), Obj Test, BG TestPlay Status, Stage Status]

5-3-5-7-3 All Data Initialised.

5-3-7-6-5 Sit an AINE Flag1. (Displays "AINE ?" at test, extra 'explicit' character on random box)

5-1-0-2-4 Sit an AINE Flag2. (Displays "AINE OK" at test, use AINE by pressing 'Down' on random box)

5-3-1-5-7 AINE Flag Cancelled. (Clears AINE from being playable, as default)


- SEQUELS


1. Gunbird

2. Gunbird 2


- STAFF:


Shin.Nakamura, Shiori Saito, Hiroshi Yamada, Naozumi Yorichika, Masaki Izutani, Yoko Tsukagoshi, Norikazu Takemori, Emi Taniguchi, Keizou Fujita, Yousuke Iwabuchi, Kenichi Fujita, Kunihiko Nogomi, Katsuya Shikanouchi, Katsuhiro Nishida, Shinji Nohara, Masato Natsumoto


$end

#-----------------------------

#Gunbuster

$info=gunbustr,
$bio

Gunbuster (c) 1992 Taito.


- STAFF:


Planner: T. Matsumoto, R. Tominaga

Character Design: R. Tominaga, T. Sekimoto, H. Katoh, T. Isobe, M. Maekawa, Peacock, V.A.P

Software: S. Soyano, T. Nakamura, H. Taniguchi, A. Ohtsuki, M. Tsuzura, T. Kurosawa, T. Ishii, T. Higuchi

Sound: K. Ohnui, Y. Yamada

Cabinet Design: Y. Tsuriya, K. Mizobe

Hardware: Y. Shibuya, J. Sawaki, H. Agawa, T. Yamaguchi

Mechanic: T. Tsurumi, J. Nishiyama, K. Sugoh, K. Kawabata


$end

#-----------------------------

#Gundhara

$info=gundhara,
$bio

Gundhara (c) 1995 Banpresto.


$end

#-----------------------------

#Gunforce - Battle Fire Engulfed Terror Island

$info=gunforce,gunforcu,gunforcj,
$bio

Gunforce - Battle Fire Engulfed Terror Island (c) 06/1991 Irem.


- SERIES:


1. Gunforce - Battle Fire Engulfed Terror Island

2. Gunforce II


$end

#-----------------------------

#Gunforce II

$info=gunforc2,
$bio

Gunforce II (c) 09/1994 Irem.

This game is known in Japan as Geostorm.


- SERIES:


1. Gunforce - Battle Fire Engulfed Terror Island

2. Gunforce II


$end

#-----------------------------

#Gunlock

$info=gunlock,
$bio

Gunlock (c) 01/1994 Taito.

This game is also known as Rayforce.


- STAFF:


Producer: Yukio Abe

Director: Yukio Abe, Tatsuo Nakamura

Game Design: Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita

Software: Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama

Character Graphics: Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi

Screen Graphics: Hideyuki Kato, V.A.P, Peacock

Music & Sound Effects: Tamayo (Zuntata)

Sound Effects: Mu-Nakanishi (Zuntata)

Sound Direction: Tono (Zuntata)

Design Works: Kyoko Umezu

Hardware: Katsumi Kaneoka


$end

#-----------------------------

#GunNail

$info=gunnail,
$bio

GunNail (c) 1993 NMK / Tecmo.


- STAFF:


Morio, Ore!, Ikezu Kenzi, Mingmei, Ama, Hide-Kaz, Kate Seki, Naoko, A-Saku, San Chan, Mug, Sato, Midori, Mustard Papa


$end

#-----------------------------

#Gururin

$info=gururin,
$bio

Gururin (c) 05/1994 Face.


- STAFF:


Planning / Produce: K. Iwanaga

Program: K. Iwanaga, N. Tabata, K. Hiziya

Graphic Design: M. Molohosi, K. Kumakura, M. Araki

Sound: K. Sugai, A. Iwanaga

Sound Program: J. Kosakai


$end

#-----------------------------

#Guttant Gottong

$info=gutangtn,
$bio

Guttang Gottong (c) 1982 Sega.

Licensed by Konami.

This game is also known as Loco-Motion.

A bootleg of this game is known as Cotocoto Cottong.


$end

#-----------------------------

#Guwange

$info=guwange,
$bio

Guwange (c) 1999 Atlus / Cave.


$end

#-----------------------------

#Guzzler

$info=guzzler,
$bio

Guzzler (c) 1983 Tehkan.


$end

#-----------------------------

#Gyakuten!! Puzzle Bancho

$info=pbancho,
$bio

Gyakuten!! Puzzle Bancho (c) 1996 Fuuki.


$end

#-----------------------------

#Gypsy Juggler

$info=gypsyjug,
$bio

Gypsy Juggler (c) 10/1978 Meadows.


$end

#-----------------------------

#Gyrodine

$info=gyrodine,
$bio

Gyrodine (c) 1984 Taito.


$end

#-----------------------------

#Gyruss

$info=gyruss,gyrussce,
$bio

Gyruss (c) 03/1983 Konami.

Also lisenced to Centuri for US manufacture and distribution. (04/1983)

A Bootleg of this game is known as Venus.


- TRIVIA:


After designing Time Pilot, Okamoto did Gyruss, that, although a hit, came out at a time when the arcade craze was dying down.
Therefore, it didn't sell the numbers it so rightly deserved.
Okamoto asked for a raise, or he would quit.
The next day, when he showed up for work, he was informed he was fired.
Okamoto is now executive producer at Capcom, where he has designed Sonson, Gunsmoke, 1942, 1943, Sidearms, and was project leader for Final Fight and Street Fighter II.
Gyruss is most often remembered for its fine musical score that plays throughout the game. (Bach's "Toccata and Fugue in D Minor")


- TIPS & TRICKS:


Fly your plane along the circle orbit using the 8-way joystick.


Shoot the enemy formation flying from the depth of the screen. (Some enemy planes appear from outside of the screen at higher Phases.)


Surviving enemy planes stand by  in the depth in the screen.
After four enemy formations have shown up, all the surviving enemy planes get united and attack on the player.


The last two enemy planes try to escape.
Shoot them quickly for 1000 points each.

Destroy the three warping enemy satellites:
500 points for the 1st one
1000 for 2nd one
1500 for 3rd one


By destroying the center satellite (pink color) of the three, the player gets extra power and can shoot two bullets at one press of the shooting button.
After the player has extra power, 100, 1500 and 2000 points can be earned respectively for the first, second, and third warping satellites.


At higher phases, meteors appear which cannot be destroyed, and pairs of other satellites which radiate electromagnetic waves.
The player can destroy  the satellites for 200 points each.


At the "Chance Stages," the enemies cannot defeat the player.
100 points can be earned by shooting one enemy plane.
Destroy all the enemy planes in a formation for Bonus Points.
The third phase and every fourth phase on are the Chance Stages.
Bonus Points on each stage are as follows:
The 3rd phase: 1000 points
7th: 1500 points
11th: 2000 points
15th: 2500 points
19th and on: 3000 points

Special Bonus of 10,000 points are awarded,(depending on Bonus point dip switch setting),by wiping out all the four formations.


Object of Game:

Fly through the universe to reach earth.

Playing Instructions:

1. Fly spaceship around the circle orbit.

2. Fire to destroy enemy formations and alien objects appearing on screen.

3. Spaceship is destroyed when hit by enemies, bullets, satellites, meteors and electronic wave bands.

4. Double firepower for destroying the middle pink warping satellite.


*Chance Stage*
Destroy all enemy formations.
Enemies cannot destroy spaceship


*Super Bonus*
Destroy all four enemy formations.


- STAFF:


Programmed by Toshio Arima.

Designed by Yoshiki Okamoto.

Character by Hideki Ooyama.

Sound by Mashahiro Inoue.


$end

#-----------------------------

#Hachoo!

$info=hachoo,
$bio

Hachoo! (c) 09/1989 Jaleco.


$end

#-----------------------------

#HAL21

$info=hal21,hal21j,
$bio

HAL21 (c) 1985 SNK.


$end

#-----------------------------

#Hammerin' Harry

$info=hharry,hharryu,
$bio

Hammerin' Harry (c) 12/1990 Irem.

This game is known in Japan as Daiku no Gensan.


$end

#-----------------------------

#Hana Awase

$info=hanaawas,
$bio

Hana Awase (c) 1982 Seta.


$end

#-----------------------------

#Hana to Ojisan

$info=hanaoji,
$bio

Hana to Ojisan (c) 06/1991 Nichibutsu.


$end

#-----------------------------

#Hand, The

$info=thehand,
$bio

The Hand (c) 1981 T.I.C.

This game is also known as Got-Ya


$end

#-----------------------------

#Hang-On

$info=hangon,
$bio

Hang-On (c) 07/1985 Sega.


- STAFF:


Designed by Yu Suzuki.


- TRIVIA:


First simulation game in the world.
After this game was released, the standard for motorcycle games is the riding type kind.

This game is the first Sega game to use digitized drums in the music.


- SERIES:


1. Hang-On

2. Hang-On Jr.

3. Super Hang-On


$end

#-----------------------------

#Hang-On Jr.

$info=hangonjr,
$bio

Hang-On Jr. (c) 1985 Sega.


- SERIES:


1. Hang-On

2. Hang-On Jr.

3. Super Hang-On


$end

#-----------------------------

#Hangly Man

$info=hangly,hangly2,
$bio

Hangly Man (c) 06/1981 Nittoh.

This is a Hack of Pac-Man.


- UPDATES:


It Features a different maze that becomes invisible or disappears at certain times or levels.
The names of the ghosts have been changed too.


$end

#-----------------------------

#Hard Drivin'

$info=harddriv,
$bio

Hard Drivin' (c) 1988 Atari Games.


- TRIVIA:


This was the first driving simulator to use 3-D polygon graphics.


$end

#-----------------------------

#Hard Hat

$info=hardhat,
$bio

Hard Hat (c) 11/1982 Exidy.


- STAFF:


Designed and programmed by Larry Hutcherson.


$end

#-----------------------------

#Hard Head

$info=hardhead,hardhedb,
$bio

Hard Head (c) 1988 SunA.


- SERIES:


1. Hard Head

2. Hard Head 2


$end

#-----------------------------

#Hard Puncher

$info=hpuncher,
$bio

Hard Puncher (c) 12/1988 Konami.

This game is known outside Japan as Final Round.


- TIPS & TRICKS:


*Strategy*

-Distribute your attribute points wisely.
Keep in mind that if you give your character, let's say, a lot of stamina he will be very durable, but his punches will be too weak and slow.
I don't recommend to keep a stat at less than 25%.

-Know your opponents.
Study their bios (above), learn their weaknesses and use them to your advantage to take a lead.

-Fight from a distance when facing foes with moves like the Black-Out Blast.
Wait for an opening and get closer, but don't let your guard down.

-THIS IS VERY IMPORTANT!
Try to keep a cool head!
This means that if your ugly opponent hits you bad or taunts you, don't get mad!
Running towards him blinded by anger will only make you being uppercuted or Black-Out Blasted 2 or 3 times in a row.
Stand back for a while and then re-focus... this could be the difference between winning or losing!

If you are too weak and time is about to expire, "jog" around the ring to exhaust the final seconds and go on to the next round (except of course if you are in the third and final round) to get a little rest and regain some stamina.
This is much more effective if you build a high stamina level.

-If you have been knocked down once or none, your opponent has been knocked twice, and time is running out, you can take a chance and "berserk" on your opponent in hopes of scoring a third knockdown and a TKO.
Remember that earlier victories get you more money.



Now, some tricks (All this tricks work in japanese version only, Hard Puncher)


*Unlock a secret world*

Begin a normal game.
Then, at the opening blue screen, press:
Left, Right, Up, Right, Down, Right, Left(x2).
If done correctly, a bell will sound.
Now your rivals will be much harder and even connect specialty punches they didn't originally have.
Also, you'll be able to string 20-hit combos on some opponents.
Beat this game mode and you'll be awarded $20,000,000 instead of 10.
(Note: This code appears briefly on screen after beating the game in Regular mode.)


*Unlock a powerful world*

Begin a normal game.
Then, at the opening blue screen, press:
Right, Up, Left(x2), Down, Up, Right, Down.
If done correctly, a bell will sound.
Now knockdowns will occur whenever a punch is landed (like sans power in Mortal Kombat).
Beat this game mode and you'll be awarded $20,000,000 instead of 10.
(Note: This code appears briefly on screen after beating the game in Secret World mode.)


*Alien ball in power training session*

Go to the Power Training Session and hit all 50 volleyballs.
Then, an alien-like ball with veins and teeth will be thrown at your head.
If you miss, it will bite your face, but if you hit it, you'll receive an additional 10% increment, for a grand total of a 30% power increment.


*Bird X-Ing*

Score a KO or TKO victory without being hit.
When the next fight begins, a flock of birds will be standing in the ring and follow the referee as he leaves.


*Moai mask*

Sometimes the referee will be wearing a mask of Moai, the stone head from Parodius and Cue Brick.
I haven't confirmed what triggers this particular trick, but I think it could have something to do with the timer.
-Maybe winning at 2:22, 1:11, or something like that.-


*Alternate credits roll*

Beat the game in New or Powerful World mode.
When the credits roll, the names will remain the same but the titles will be different.
"Making of this game" is replaced by "Staff of Conjax Pro"
Also, keep an eye out for a cameo by Pentarou the penguin from Parodius during either credits roll.


*The Mob never forgives*

When you win the game and get the park scene, look carefully in the background to spot two hit men armed with UZIs and gunning down a poor guy.
The girl next to him tries to run.
Is this subliminal violence??


$end

#-----------------------------

#Hard Yardage

$info=hardyard,hardyd10,
$bio

Hard Yardage (c) 10/1993 Strata/Incredible Technologies.


$end

#-----------------------------

#Hasamu

$info=hasamu,
$bio

Hasamu (c) 1991 Irem.


$end

#-----------------------------

#Hat Trick

$info=hattrick,
$bio

Hat Trick (c) 1984 Bally Sente.


- STAFF:


Software and game design: Lee Actor

Screen Graphics: Martin French, Bil Maher

Sounds: Gary Levenberg, Richard Green

With support from Ed Rotberg.


$end

#-----------------------------

#Hat Trick Hero

$info=hthero,
$bio

Hat Trick Hero (c) 03/1991 Taito.

This game is known outside Japan as Football Champ.


- STAFF:


'Team dogyan' leader: Takeshi Kobori

Planner: Takeshi Kobori

Character design: Takeshi Kobori, Tsutomu Sekimoto, Nobuhiro Hiramatsu, Peacock

Software: Tatsuo Nakamura, Yuuji Iwasaki, Shinji Soyano, Kusago Nagahara G.A., Kouji Tsunekiyo, Tabby Kurosawa

System: Yuuichi Yamato

Design: Hiroyasu Nagai, Takeshi Kobori

Sound (Team Zuntata); Ogr, and Yack.


$end

#-----------------------------

#Hat Trick Hero '93

$info=hthero93,
$bio

Hat Trick Hero '93 (c) 02/1993 Taito.

This game is known outside Japan as Taito Cup Finals, and also as Super Cup Finals (11/1993).


- STAFF:


Planner: Takeshi Kobori

Character design: Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani

Software: Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi

Design: Naoto Hashizume, Takeshi Kobori

Sound: Shuichiro Nakazawa (Zuntata)

Hardware: Katsumi Kaneoka


*Cast*

Player & Gk: Masashi Tsuzura

Manager: Suminori Hase, Yuji Sakamoto

Referee: Shin Tanaka

Lady: Seiji Kawakami

Doctor: Hiroto Nizato

Nurse: Hiromi Mikami

Stunt: Tomohisa Yamashita

Assistant: Shin Tanaka

Director: Takeshi Kobori, Marutake


$end

#----------------------------

#Hat Trick Hero '95

$info=hthero95,hthro95u,
$bio

Hat Trick Hero '95 (c) 11/1994 Taito.

This game is also known as Taito Power Goal.


- STAFF:


Planner: Atsuchi Taniguchi, Yasuhiro Noguchi

Character Design: Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida

Software: Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi

Design: Toshiyuki Takenami

Sound (Zuntata): Yoshiro Horie, Shuichiro Nakazawa

Hardware: Katsumi Kaneoka, Hironobu Suzuki

Action Director: Yasuhiro Noguchi


*Cast*

Player & GK: Norikatsu Fukuda

Manager: Masao Kashino

Referee: Shin Tanaka

Camera Man: Yasuhiro Noguchi

Lady: Seiji Kawakami


$end

#-----------------------------

#Hatris

$info=hatris,
$bio

Hatris (c) 1990 Video System.


- STAFF:


Design by Alexey Pajitnov, and Vladimir Pokhilko.


$end

#-----------------------------

#Haunted Castle

$info=hcastle,hcastleo,
$bio

Haunted Castle (c) 02/1988 Konami.

This game is known in Japan as Akuma-Jou Dracula.


- TRIVIA:


Many sources might tell you that Haunted Castle is not part of the CastleVania series, but this is not the case at all.
The main character doesn't have any name, but it is believed to be Simon Belmont of the original CastleVania.


- TIPS & TRICKS:


When fighting Frankenstein's Monster, try moving in close to him and allow him to 'hit' you towards him.
Some times you will land in a spot where the monster can no longer hit your character.


There is a random (and rare) power-up in the game that extends your life bar making the game much easier.
The how-to of obtaining this power-up is easy: do nothing!
Just hope that you're lucky enough that the CPU grants you this extra energy (this could actually be a bug).


$end

#-----------------------------

#Head On

$info=headon,headonb,
$bio

Head On (c) 04/1979 Sega.


- SERIES:


1. Head On

2. Head On 2


$end

#-----------------------------

#Head On 2

$info=headon2,
$bio

Head On 2 (c) 10/1979 Sega.


- SERIES:


1. Head On

2. Head On 2


$end

#-----------------------------

#Heart Attack

$info=heartatk,
$bio

Heart Attack (c) 1983 Century Electronics.


$end

#-----------------------------

#Heavy Barrel

$info=hbarrel,hbarrelw
$bio

Heavy Barrel (c) 12/1987 Data East.


- TIPS & TRICKS:


Here's a complete Heavy Barrel strategy guide:

The objective is to wipe out a military complex filled with soldiers and lethal military equipment.
The available weapons are the standard machine gun, the heavy machine gun, the fan gun, the flame thrower, and the Heavy Barrel.
Grenade weapons include standard grenades, red grenades, and ball and chains.


The Heavy Barrel is a super weapon that you obtain after getting six special pieces that glow yellow when you unlock boxes with keys.
It has unlimited ammunition, unlike other guns, but it has a time limit.
It destroys everything you hit with it.


Throughout the game there are only enough pieces to get the gun three times, but if you do this you will have to face a very tough section without it.
The final machine is nearly impossible to destroy without the Heavy Barrel, so you ought to save parts until you have five, then get the last box that contains a special part.


At the start, you will parachute in.
Massacre a bunch of guys until you encounter a man with a tripod machine gun.
Kill him, then get the heavy machine gun weapon.
Use this to wipe out the small tank next to the bridge.


Four boxes to the left of the bridge will be there.
A heavy barrel part is in the second box from the right.
Pick up the flame-thrower, and start whaling on the guards and flying packs that come from across the bridge.
After they're dead, a chopper will fly in and attempt to kill you.
Throw grenades at it, don't waste the flame-thrower.
Presuming you have sufficient dodge skill, you can kill the chopper before it overwhelms you with bullets.


Across the bridge, a huge number of guys will attack you.
Here is where the flame-thrower is useful--it takes out a lot of guys at once.
Next to the pyramid machine gun are three boxes--kill the gun, then open up the leftmost box.
That reveals a red grenade icon.
Pick that up, and start grenading your way to the gate.


At the gate, grenade everyone to death (you have 70 grenades to start with!) and keep pushing forward.


At three points in the game you will be on a moving platform.
In anticipation of these difficult points you should have red grenades and fan guns or a flame-thrower.
If guys jump on the platform you ought to grenade them, since the gun should always be saved for blowing away heavy machinery.
The first platform is a series of cannons which can be destroyed with a single grenade, then a series of guards which can be destroyed if you throw a red grenade to the exact center of the screen.
At the end is a machine with large grabbers that extend towards you.
Stay on the left of the platform, and start flaming it and hurling grenades simultaneously.
The machine rarely grabs on the left, so with luck you should be able to destroy it without a loss.


The second platform passes by a million cannons (exaggerated only slightly) and it is imperative that you destroy as many as possible as soon as possible, since they FOLLOW the platform and shoot large cannonballs at you.
Here is where dodging is useful, since it's hard to keep the number of cannonballs on the screen below 20.


The third platform consists of a series of flying guards that seem ok, until TWO of the mechanical grabber things show up!
Fortunately one attacks first, on the right, so you should stay on the left and disable it ASAP, then switch right and disable the other.


There is, at some point in the game, a narrow bridge which is the killing zone for two helicopters.
You should have good weapons, and run up while facing backwards.
Hopefully you can flame a copter to death, after which you can dodge the other until you kill it.
If you die, pick up the fan gun sitting on the bridge, and use it.


At another point you will be confronted with two conveyor belts (which you cannot ride) going in opposite directions.
Due to the obstructions in the middle you ought to use the Heavy Barrel here to blow everyone away, and run through like crazy.


At another point you will have to run a gauntlet of cannons and grenade- throwing guards.
To deal with this, DON'T use the HB, since you will not be able to get enough parts to kill the last guy.
You should get a flame-thrower, and fire left even before the enemies show up on the screen.
They will die, and you can walk left to get more weapons as they show up.


Another large machine spits out glowing needles that split into three parts and angle downwards.
You should dodge left and right methodically while tossing grenades and firing.
Don't look at the machine!
Just keep doing that while looking at the needles and dodging.
Lives are much more important than keeping a hoard of weapons.


At one point you will meet three Predator-like creatures.
You can destroy these three using machine gun or simple grenades, though they look tough!
Only one or two fire slow shots at a time, so you can dodge them.
Keep pumping bullets into them until one explodes.


The final gauntlet is hell.
Enemy guards throw red grenades right and left, copters keep charging you, and more predators show up.
You should keep moving forward, never getting stuck in position, since if you press on you ought to be able to get the grenade throwers before they let off one throw.
Keep your ammo well stocked by picking up new guns, even if you still have 20 shots left.
Red grenades are essential here--the ball and chain is too slow to deal with so many guys.


You are near the end when you drive off the laughing guy...
Pick up the next box on the left, get the Heavy Barrel, walk north, and finish the game.


A few obvious reminders--you can only carry four keys, so if you have four and more are lying around, open up boxes.
They can contain extra lives, shields, red grenades, weapons, a cloud gun (which is virtually useless), and HB parts.
Learning where the HB parts are is pretty important too.
But most essential is learning when to conserve your ammo and when to cut loose with everything you have.


The high score is essentially meaningless, since at the end you have about 400k points and you get 1 million for killing the last guy.


$end

#-----------------------------

#Heavy Metal

$info=hvymetal,
$bio

Heavy Metal (c) 1985 Sega.


$end

#-----------------------------

#Heavyweight Champ

$info=hwchamp,
$bio

Heavyweight Champ (c) 09/1987 Sega.


- SERIES:


1. Heavyweight Champ

2. Title Fight


$end

#-----------------------------

#Hebereke no Popoon

$info=heberpop,
$bio

Hebereke no Popoon (c) 06/1994 Sunsoft / Atlus.


- STAFF:


Character Voices: Hayashibara Megumi (Hebe, Penchan), Kanai Mika (Oochan), Wakamoto Norio (Sukezaemon, Utsuzin, Unyoon), Chiba Shigeru (Jenifer, Booboodori)

Original Design: Uchimich Ryoji

Game Designer: Machida Takayuki, Ui Teruko

Programmer: Noguchi Akiyoshi, Namai Makoto

Sound Programmer: Hara Izumi, Tsukamoto Hiroshi, Nakata Naomasa, Hirata Kenichi, Shioda Nobuyuki

Balance: Kawabe Yoshitaka, Shimada Tomoki, Naono Atushi

Debugger: Akiyama Masayuki, Mouri Ryuji, Imaizumi Masahiro

Director: Shimizu Shigeki

Producer: Higashiya Hiroaki, Kawai Masato, Iwata Yoshiaki, Yoshinari Takato

Manager: Gotoh Kazuaki

Genreral Manager: Yoshida Kiharu


$end

#-----------------------------

#Heiankyo Alien

$info=heiankyo,
$bio

Heiankyo Alien (c) 01/1980 Denki Onkyo.


$end

#-----------------------------

#Helifire

$info=helifire,helifira,
$bio

Helifire (c) 06/1980 Nintendo.


$end

#-----------------------------

#Hellfire

$info=hellfire,hellfir1,
$bio

Hellfire (c) 1989 Toaplan.

Licensed to Taito for manufacture and distribution.


- STAFF:


Music and Sound created by Tatsuya Uemura.


$end

#-----------------------------

#Herbie at the Olympics

$info=herbiedk,
$bio

Herbie at the Olympics (c) 1984 CVS.

This game is also known as Hunchback Olympic.


$end

#-----------------------------

#Hero

$info=hero,
$bio

Hero (c) 1983 Seatongrove.

This game is known (under the Crown license) as Hero in the Castle of Doom.


$end

#-----------------------------

#Hero in the Castle of Doom

$info=herodk,herodku,
$bio

Hero in the Castle of Doom(c) 1983 Seatongrove.

Licensed to Crown for US manufacture and distribution.

This game is also known as Hero.


$end

#-----------------------------

#Hexa

$info=hexa,
$bio

Hexa (c) D. R. Korea.


$end

#-----------------------------

#Hexion

$info=hexion,
$bio

Hexion (c) 1992 Konami.


$end

#-----------------------------

#High Impact Football

$info=hiimpact,
$bio

High Impact Football (c) 12/1990 Williams.


- STAFF:


Designed and programmed by Ed Boon, Eugene Jarvis, and John Newcomer.


- SERIES:


1. High Impact Football

2. Super High Impact


$end

#-----------------------------

#High Voltage

$info=hvoltage,
$bio

High Voltage (c) 1985 Alpha Denshi.


$end

#-----------------------------

#High Way Race

$info=hwrace,
$bio

High Way Race (c) 1983 Taito.


$end

#-----------------------------

#Hippodrome

$info=hippodrm,
$bio

Hippodrome (c) 05/1988 Data East.

This game is known in Japan as Fighting Fantasy.


$end

#-----------------------------

#Hishou Zame

$info=hishouza,
$bio

Hishou Zame (c) 03/1987 Taito.

This game is known outside Japan as Flying Shark, and in US as Sky Shark.


- STAFF:


Music and sound created by Tatsuya Uemura.


- SERIES:


1. Hishou Zame

2. Fighting Hawk


$end

#-----------------------------

#Hissatsu Buraiken

$info=buraiken,
$bio

Hissatsu Buraiken (c) 02/1987 Capcom.

This game is known in US as Avengers.


$end

#-----------------------------

#Hit 'n Miss

$info=hitnmiss,hitnmis2,
$bio

Hit 'n Miss (c) 1987 Exidy.


- STAFF:


Designed and programmed by Larry Hutcherson, Vic Tolomei, and Ken Nicholson.


$end

#-----------------------------

#Hit Me

$info=hitme,
$bio

Hit Me (c) 04/1976 RamTek.


$end

#-----------------------------

#Hit the Ice

$info=hitice,
$bio

Hit the Ice (c) 12/1990 Williams.


$end

#-----------------------------

#Hoccer

$info=hoccer,hoccer2,
$bio

Hoccer (c) 11/1983 Eastern Micro Electronics.


$end

#-----------------------------

#Hole Land

$info=holeland,
$bio

Hole Land (c) 04/1984 Tecfri.


$end

#-----------------------------

#Homo

$info=goindol,
$bio

Homo (c) 1987 Homo Sapiens.

This game is a bootleg of Goindol.


$end

#-----------------------------

#Hook

$info=hook,hooku,
$bio

Hook (c) 1992 Irem.


- STAFF:


Program: ???

Graphic design: Rokujizo, Jubei, Ken, U.Nya, Kon, Nob

Sound effect: ???


$end

#-----------------------------

#Hopper Robo

$info=hopprobo,
$bio

Hopper Robo (c) 1983 Sega.


$end

#-----------------------------

#Hopping Mappy

$info=hopmappy,
$bio

Hopping Mappy (c) 04/1986 Namco.


- SERIES:


1. Mappy

2. Hopping Mappy


$end

#-----------------------------

#Hot Chase

$info=hotchase,
$bio

Hot Chase (c) 11/1988 Konami.


$end

#-----------------------------

#Hot Pinball

$info=hotpinbl,
$bio

Hot Pinball (c) 1995 Comad / New Japan System.


- SERIES:


1. Hot Pinball

2. Gals Pinball


$end

#-----------------------------

#Hot Shocker

$info=hotshock,
$bio

Hot Shocker (c) 1982 E.G. Felago.


- STAFF:


Engineering and designed by Bruno De Georgio.


$end

#-----------------------------

#Hot Shots Tennis

$info=hstennis,hstenn10,
$bio

Hot Shots Tennis (c) 12/1990 Strata/Incredible Technologies.


- STAFF:


Project manager: Larry Hodgson

Programmers: Glen Wolfram, Jane Zeto

Hardware: Scott Allie, Steve Jaskowiak

Artist: Dale Kerman Jr.

Sound: Leif Marwede

Concept: Dale Kerman Jr., Jim Zielinski

Tester: Jim Zielinski

Sales: John Cassiday

Cabinet/Logo: Stan Fukuoka, Scott Morrison, Denise Wallner


$end

#-----------------------------

#Hotdog Storm - The First Supersonics

$info=hotdogst,
$bio

Hotdog Storm - The First Supersonics (c) 1996 Marble.


- STAFF:


Program: Nobushige Takaki, Mr.Park, Kaolton Taki, Masaaki Sasaki

Mechanical design: Manabu Takakashi

Character design: Kazushi Tamada

Map design: Manabu Takakashi, Kazushi Tamada

Visual design: Manabu Takakashi

Visual design assistant: Kazushi Tamada

Title design: Manabu Takakashi

Title graphic: Kazushi Tamada

Ending: Kazushi Tamada

Sound team: Fumito Tamayama, Shige Masco, Yoko

Director: A.Jin


$end

#-----------------------------

#House Mannequin

$info=housemnq,
$bio

House Mannequin (c) 03/1987 Nichibutsu.


$end

#-----------------------------

#House Mannequin Roppongi Live hen

$info=housemn2,
$bio

House Mannequin Roppongi Live hen(c) 04/1987 Nichibutsu.


$end

#-----------------------------

#Hunchback

$info=hunchbak,hunchbkd,hunchbks,
$bio

Hunchback (c) 09/1983 Century Electronics.


$end

#-----------------------------

#Hunchback Olympic

$info=huncholy,
$bio

Hunchback Olympic (c) 1984 Seatongrove.

This game is also known as Herbie at the Olympics.


$end

#-----------------------------

#Hustle

$info=hustle,
$bio

Hustle (c) 05/1977 Gremlin.


- SERIES:


1. Blockade

2. Hustle


$end

#-----------------------------

#Hustler, The

$info=thehustl,thehustj,
$bio

The Hustler (c) 10/1987 Konami.

This game is also known as Rack 'em Up.


$end

#-----------------------------

#Hydra

$info=hydra,hydrap,
$bio

Hydra (c) 06/1990 Atari Games.


- STAFF:


Project Leaders: Dennis Harper, Milt Loper

Programmers: Dennis Harper, Andrew Burgess

Animators: Deborgh Short, Nick Stern, Chuck Eyler, Will Noble, Sharon Plotkin

Audio: Don Diekneite, Brad Fuller

Hardware: Sam Lee

Technicians: Cris Drobny, Gleen McNamara

Product Manager: Linda Benzier

Project Supervisor: Chris Downend

Cabinet: Ken Hata, Mike Jang, Ralph Perez

Controls: Jack Aknin

Video Imaging: Rob Rowe, Andrew Burgess


$end

#-----------------------------

#Hyper Duel

$info=hyprduel,hyprdelj,
$bio

Hyper Duel (c) 1993 Technosoft.


- STAFF:


Main Programmer: Godzy

Sub Programmer: Fake Dwarf Giva

Main Designer: Unbalance

Enemy Program: Fake Dwarf Giva, Alpha, Godzy

Demo Program: Alpha

Enemy Design: KRP, Silver Hammer, Guges.D, Unbalance

Map Design: No Remorse, KRP, Guges.D

Visual Design: KRP

Music Compose & Sound Effect: Tsukumo Hyakutaro

Hyper Duel Mechanic Design: Booby Master

Game Design & Screen Play: Alpha

Assembler: Indick-Mst

Graphic Editor: Yotaro

Music Driver Yunker Matai

CN Editor: Surino Ginji

Manual: Shion

Illustrastion: Tamtam, Silver Hammer

Voice: Youyouryouyours

Direction & Produce: Zako

Executive Produce: Shigotonin


$end

#-----------------------------

#Hyper Olympic

$info=hyprolym,hyprolyb,
$bio

Hyper Olympic (c) 10/1983 Konami.

This game is also known as Track and Field.


- TRIVIA:


This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects.
The game inspires an all-new level of two-player competition in arcades.


- UPDATES:


The bootleg version features different speech, as the original sound hardware could not be totally hacked - the slightly different voices are allegedly those of the bootleggers themselves!


- TIPS & TRICKS:


In some sports (such as the run and long jump) you need to press both the left and right buttons very quickly to maintain your speed.
Here's a nice trick: At the start, press both these buttons as normal to gain any speed (this trick doesn't work if your speed is 0).
Now stop hitting both buttons and continue hitting only one.
This is easier than hitting both and the results seem to be better.


When you get to the javelin throw, run fast and then hold the angle button down, making the javelin soar high into the air.
If it gets high enough, it'll hit a spotlight from the stadium, which will fall and give you 1000 points.


*Another hidden bonus*
On the high jump level, fail the first two jumps on purpose (knock the bar off).
On the 3rd attempt, clear the bar and a mole pops his head up through the ground and you get 1000 bonus points.


Some tips for each event:

*100m Dash*
When playing in 2-player mode, a tie gives each player 1000 bonus points.

*Long Jump*
Jumping from the exact center of the line gives a speed boost of 100.
Jumping while touching any other part of the line gives a speed boost of 50.

*Javelin Throw*
42 degrees is the best angle.

*110m Hurdles*
As in the 100m dash, a tie between two players gives a 1000-point bonus.

Here's a two-player hurdles cheat (works only on some machines):
Have one person win the race normally.
The other player should take his time.
After 40 seconds, the clock stops running down.
Use a watch to ensure a 100+ second finish time.
The + is how many seconds you get credited for.

*Hammer Throw*
Perfect throw will have 1500 speed, 45 degree angle. 99.99 meter throw most of the time.

*High Jump*
Note that hitting the buttons, even after you have jumped, really helps.
Be sure to tap the jump button to ease yourself over the top, not hold the button down.
Also, If you foul the first two jumps and nail the third, you get a 1000-pt. bonus.


- SERIES:


1. Hyper Olympic

2. Hyper Olympics '84

3. Hyper Sports Special


$end

#-----------------------------

#Hyper Olympic '84

$info=hpolym84,
$bio

Hyper Olympic '84 (c) 07/1984 Konami.

This game is also known as Hyper Sports.


- TRIVIA:


This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects.
The game inspires an all-new level of two-player competition in arcades.


- TIPS & TRICKS:


Some tips for each event:


*SWIMMING*

Don't start bashing the buttons until your character comes to the surface after the dive into the water.

To stay under water longer (and get a head start), hold down the left and right buttons while diving.
The BREATH sign comes on every 10 meters so you can anticipate this when you get used to playing.

Also, if you finish in exactly the same time as another (human) player, a bonus is awarded.


*SKEET SHOOTING*

If you manage to shoot all of the clays, the last one appears as a bird and bags 5000 points.
This bird usually comes from the right side of the screen.
Shooting it with the left barrel makes a slow-moving parrot appear.
Shoot the parrot as many times as you can!

Also, on level B (the level is shown in the top left corner of the screen - starts a,b,c,d for the pattern and a number for the number of times round) you can shoot the first two skeets with a single shot, giving you an extra bonus.
Be sure and shoot both skeets with the left-hand button.


*VAULTING*

Try to get as far as possible on the springboard before pressing the jump button.

When on the horse, wait for the athlete to be vertical before pressing the button to make him push off - this gives him more height.

A secret bonus can be obtained if you land on your head without doing any somersaults.
You will bounce a few times on the floor and a frog will appear from the roof and give you bonus points.
This is useful if you have already qualified as it is dead easy to obtain.


ARCHERY*

There is a 5,000 point bonus for getting all "nices" (600 pts), giving a total of over 9,000 points.

If you manage to get all perfects in the archery, the moving target will be replaced by an apple, which can be hit with arrows for an increasing number of bonus points.


*WEIGHTLIFTING*

When you have successfully lifted the weight and the athlete drops the bar to the floor, if you press both left and right buttons at the same time as it hits the floor, cheerleaders will appear and give you a bonus.
This is quite tricky to perform as your timing has to be extremely accurate.


*POLE VAULT*

To gain extra height when you have let go of the pole press the left and right buttons quickly to gain height and press the jump button to move to the right faster.
If you put your pole directly into the hole without losing any speed and your vault is successful, a mole appears from the ground to award you 1000 points.
If you continue to do this in consecutive attempts, then the mole awards 2000, 4000, 8000 points etc.


- SERIES:


1. Hyper Olympic

2. Hyper Olympics '84

3. Hyper Sports Special


$end

#-----------------------------

#Hyper Pacman

$info=hyperpac,hyperpcb,
$bio

Hyper Pacman (c) 09/1995 Semicom.


- STAFF:

Executive Producer: Jeon Jae Yeon

Game Designer: Han Seung Hoon

Main Programmer: Kim Hyun Ho

System Programmer: Kim Jin Woo

Sound Programmer: Oh Gyeong Hun

Graphic Designer: Hong Young Joo

Sound Composer / S.E: Jeon Seok Gee


$end

#-----------------------------

#Hyper Sports

$info=hyperspt,
$bio

Hyper Sports (c) 07/1984 Konami.

Licensed to Centuri for US manufacture and distribution.

This game is also known as Hyper Olympic '84.


- TRIVIA:


This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects.
The game inspires an all-new level of two-player competition in arcades.


- TIPS & TRICKS:


Some tips for each event:


*SWIMMING*

Don't start bashing the buttons until your character comes to the surface after the dive into the water.

To stay under water longer (and get a head start), hold down the left and right buttons while diving.
The BREATH sign comes on every 10 meters so you can anticipate this when you get used to playing.

Also, if you finish in exactly the same time as another (human) player, a bonus is awarded.


*SKEET SHOOTING*

If you manage to shoot all of the clays, the last one appears as a bird and bags 5000 points.
This bird usually comes from the right side of the screen.
Shooting it with the left barrel makes a slow-moving parrot appear.
Shoot the parrot as many times as you can!

Also, on level B (the level is shown in the top left corner of the screen - starts a,b,c,d for the pattern and a number for the number of times round) you can shoot the first two skeets with a single shot, giving you an extra bonus.
Be sure and shoot both skeets with the left-hand button.


*VAULTING*

Try to get as far as possible on the springboard before pressing the jump button.

When on the horse, wait for the athlete to be vertical before pressing the button to make him push off - this gives him more height.

A secret bonus can be obtained if you land on your head without doing any somersaults.
You will bounce a few times on the floor and a frog will appear from the roof and give you bonus points.
This is useful if you have already qualified as it is dead easy to obtain.


*ARCHERY*

There is a 5,000 point bonus for getting all "nices" (600 pts), giving a total of over 9,000 points.

If you manage to get all perfects in the archery, the moving target will be replaced by an apple, which can be hit with arrows for an increasing number of bonus points.


*WEIGHTLIFTING*

When you have successfully lifted the weight and the athlete drops the bar to the floor, if you press both left and right buttons at the same time as it hits the floor, cheerleaders will appear and give you a bonus.
This is quite tricky to perform as your timing has to be extremely accurate.


*POLE VAULT*

To gain extra height when you have let go of the pole press the left and right buttons quickly to gain height and press the jump button to move to the right faster.
If you put your pole directly into the hole without losing any speed and your vault is successful, a mole appears from the ground to award you 1000 points.
If you continue to do this in consecutive attempts, then the mole awards 2000, 4000, 8000 points etc.


- SERIES:


1. Hyper Olympic

2. Hyper Olympics '84

3. Hyper Sports Special


$end

#----------------------------

#Hyper Sports Special

$info=hypsptsp,
$bio

Hyper Sports Special (c) 07/1988 Konami.

This game is also known as Konami'88, and '88 Games.


- SERIES:


1. Hyper Olympic

2. Hyper Olympics '84

3. Hyper Sports Special


$end

#-----------------------------

#I'm Sorry

$info=imsorry,imsorryj,
$bio

I'm Sorry (c) 1985 Coreland / Sega.


$end

#-----------------------------

#I, Robot

$info=irobot,
$bio

I, Robot (c) 1983 Atari.


- STAFF:


Designed and programmed by Dave Theurer and Russel "Rusty" Dawe.


- TRIVIA:


I, Robot was originally Ice Castles, and was three boards rather than two.
Atari had this stupid policy that bonuses for engineers were based on profits from sales of machines, *without* taking into account the amount of engineering resources (man years) spent developing it. I.e., just the sales revenue minus the manufacturing cost.
Therefor engineers were motivated to spend ridiculous amounts of time reducing the manufacturing cost.
They decided that the only  way to reduce the cost of the game was to replace a lot of TTL logic with an ASIC.
Unfortunately, they assigned very inexperienced people to do the ASIC design.
The resulting chip had very low yield; I don't think *any* of them worked over the normal voltage and temperature ranges that commercial semiconductors are normally rated for.
However, by this time the game was so late that they weren't allowed to fix the ASIC.
Aside from the time it would take to redo the chip, fixing it would also require putting it in a larger package with more power and ground pins, and so the board would have to be redone as well.
So for each production unit they just tried chips until they found one that seemed to work, then shipped the unit.
They threw away a lot of chips.

The game had a limited production quantity of 1,000 units with half being exported to Japan.


- TIPS & TRICKS:


Hold down both start buttons when entering the transporter on level 1.
You can now warp as high as level 10.


The following may be a trick that exploits a bug in an early ROM version, or it may be selectable through dip switch settings.

Background:
In I, Robot, one must jump on each red block (without getting zapped by the Big Eye, running into an obstacle, etc.) and then attempt to leave that wave (by moving/jumping to the doorway under the Big Eye) before the timer elapsed.
Bonus points were awarded based on time remaining.

The "Feature":
*Some* machines would allow you to reset the bonus timer as it was ticking down.
The timer would reset to 9999 and continue to rack up points.
This could be repeated many, many times, thus allowing the player to virtually choose his own score.

Activating the "Feature":
While the bonus timer is ticking down, press the left "vantage" button (one of two buttons which let you raise/lower your vantage point) and release it.
If your machine has the reset "feature", the timer will reset to 9999 and continue ticking down.


$end

#-----------------------------

#Ichidant-R Puzzle & Action 2

$info=ichidant,ichidnte,
$bio

Ichidant-R Puzzle & Action 2 (c) 1994 Sega.


- SERIES:


1. Tant-R Puzzle & Action

2. Ichidant-R Puzzle & Action 2


$end

#-----------------------------

#Idol-Mahjong Final Romance

$info=fromance,
$bio

Idol-Mahjong Final Romance (c) 1991 Video System.


$end

#-----------------------------

#Idol-Mahjong Housoukyoku

$info=idolmj,
$bio

Idol-Mahjong Housoukyoku (c) 1988 System Service.


$end

#-----------------------------

#Iemoto

$info=iemoto,
$bio

Iemoto (c) 10/1987 Nichibutsu.


$end

#-----------------------------

#Iga Ninjyutsuden

$info=iganinju,
$bio

Iga Ninjyutsuden (c) 09/1988 Jaleco.


$end

#-----------------------------

#IGMO

$info=igmo,
$bio

IGMO (c) 1984 Epos Corporation.


$end

#-----------------------------

#Ikari III - The Rescue

$info=ikari3,
$bio

Ikari III - The Rescue (c) 01/1989 SNK.


- SERIES:


1. Ikari Warriors

2. Victory Road

3. Ikari III - The Rescue


$end

#-----------------------------

#Ikari Warriors

$info=ikari,ikarijp,ikarijpb,
$bio

Ikari Warriors (c) 03/1986 SNK.


- SERIES:


1. Ikari Warriors

2. Victory Road

3. Ikari III - The Rescue


$end

#-----------------------------

#Ikki

$info=ikki,
$bio

Ikki (c) 1985 Sun Electronics.


$end

#-----------------------------

#Image Fight

$info=imgfight,
$bio

Image Fight (c) 11/1988 Irem.


$end

#-----------------------------

#Imekura Mahjong

$info=imekura,
$bio

Imekura Mahjong (c) 10/1994 Sphinx / AV Japan.


$end

#-----------------------------

#In The Hunt

$info=inthunt,inthuntu,
$bio

In The Hunt (c) 04/1993 Irem.

This game is known in Japan as Kaitei Daisensou.


- STAFF:


Designer: Akio, Susumu, Tomohiro, Ken Kui, Kozo, Takeshi

Programmer: Nobu, Wanderer

Sound creator: Ai Ai

Publicity staff: Sakomizu

Planner: Tobi_Nag

Assistant: Watashiha Sekaino, Honda Chitsujyo, Nanoda Yotte, Kono Oounabarani, Ikitoshi Ikerumono, Sono Chino, Itteki Mademo, Subete Watashino, Mono Nanoda


$end

#-----------------------------

#Indiana Jones and the Temple of Doom

$info=indytemp,indytemd,indytem2,indytem3,indytem4,
$bio

Indiana Jones and the Temple of Doom (c) 08/1985 Atari Games.


- TRIVIA:


Based on the movie of the same name.


- STAFF:


Directed by Peter Lipson.

Produced by Mike Hally.

Location Supv.: Rob Rove

Voice Coach: Earl Vickers

Music/Audio effects: Hal Canon, Dennis Harper

Costumes & special effects: Susan G.McBride, Alan Murphy, Will Noble

Set design: Dave Ralston


$end

#-----------------------------

#Inferno

$info=inferno,
$bio

Inferno (c) 1984 Williams.


- STAFF:


Designed and programmed by Bill "Pfutz" Pfutzenreuter.


$end

#-----------------------------

#Inferno (S2650)

$info=minferno,
$bio

Inferno (c) 12/1977 Meadows.


$end

#-----------------------------

#Insector

$info=insector,
$bio

Insector (c) 1982 Gottlieb.


- STAFF:


Designed and programmed by Tim Skelly.

Audio by David Thiel.


$end

#-----------------------------

#Insector X

$info=insectx,
$bio

Insector X (c) 1989 Taito.


$end

#-----------------------------

#Intrepid

$info=intrepid,intrepi2,
$bio

Intrepid (c) 1983 Nova Games.


$end

#-----------------------------

#Invader's Revenge

$info=invrvnge,invrvnga,
$bio

Invader's Revenge (c) 1979 Zenitrone Microsec.

Also licensed to Dutchford.


$end

#-----------------------------

#Invaders, The

$info=tinv2650,
$bio

The Invaders (c) 1978 Zaccaria / Zelco.

This game is also known as Super Invader Attack.


$end

#-----------------------------

#Invico

$info=invinco,
$bio

Invico (c) 11/1979 Sega.


$end

#-----------------------------

#Invico / Deep Scan

$info=invds,
$bio

Invico / Deep Scan (c) 05/1980 Sega.


$end

#-----------------------------

#Invico / Head On 2

$info=invho2,
$bio

Invico / Head On 2 (c) 1979 Sega.


$end

#-----------------------------

#IQ-Block

$info=iqblock,
$bio

IQ-Block (c) 1993 IGS.


$end

#-----------------------------

#Irem Skins Game, The

$info=skingame,skingam2,
$bio

The Irem Skins Game (c) 10/1992 Irem.

This game is known outside US as Major Title 2.


- SERIES:


1. Major Title

2. The Irem Skins Game


$end

#-----------------------------

#Iron Horse

$info=ironhors,
$bio

Iron Horse (c) 01/1986 Konami.

This game is known in Japan as Dai Ressya Goutou.

A bootleg of this game is known as Far West.


$end

#-----------------------------

#Ironman Stewart's Super Off-Road

$info=offroad,
$bio

Ironman Stewart's Super Off-Road (c) 04/1989 Leland.

A upgrade kit for this game exist and is called 'The Track-Pack'.


- TRIVIA:


Ironman Stewart's Super Off-Road is the first arcade game to feature Dynamic Play Adjustment (DPA), the cpu would change the speed and skill of the grey car (supposedly Mr.Stewart himself) in relation to your performance in the game, in order to ensure high earnings and close contests.


- STAFF:


Direction: John Rowe, Medo Moreno, Dan Viescas

Technical Advisor: Ivan Stewart

Concept, Team leader: John Morgan

Software: John Morgan, Earl Stratton, Hartono Tjitro

Graphics: Steve High, Kevin Lydy, Dok Whitson, Jerry Huber

Music: Sam Powell

Sound: Mike Enright, Michelle Simon

Hardware: Eric Henderson, Dennis Sable, Dave Scott


$end

#-----------------------------

#Ironman Stewart's Super Off-Road (The Track Pack)

$info=offroadt,
$bio

Ironman Stewart's Super Off-Road (Track Pack) (c) 1989 Leland.

This is an upgrade kit for Ironman Stewart's Super Off-Road.


- UPDATES:


This game is almost exactly the same as the orginal Ironman Stewart's Super Off-Road, except that it has eight brand-new tracks which are:
Shortcut, Cutt-off Pass, Pig Bog, Rio Trio, Leapin' Lizards, Redoubt About, Boulder Hill, and Volcano Valley.


- STAFF:


Direction: John Rowe, Medo Moreno, Dan Viescas

Technical Advisor: Ivan Stewart

Concept, Team leader: John Morgan

Software: John Morgan, Earl Stratton, Hartono Tjitro

Graphics: Steve High, Kevin Lydy, Dok Whitson, Jerry Huber

Music: Sam Powell

Sound: Mike Enright, Michelle Simon

Hardware: Eric Henderson, Dennis Sable, Dave Scott


$end

#-----------------------------

#Irritating Maze, The

$info=irrmaze,
$bio

The Irritating Maze (c) 08/1997 SNK / Saurus.

This game is known in Japan as Ultra Denryu Iraira Bou.


- TRIVIA:


This is the first Neo Geo game that requires a trackball.

The game was based on a popular Japanese game show, called 'Dengeki Iraira Bou' literaly 'Electric Irritating Stick'.


- STAFF:


Produce: N. Tanaka

Direct: Y. Okahara

Design: M. Kojima, C. Yoda, Y. Hara, N. Nakagawa, S. Ishiguro

Program: Y. Sakamoto, M. Yuuki, A. 00I

Sound: M. Hataya, H. Takei, H. Togashi, K. Matsueda


$end

#-----------------------------

#Ixion

$info=ixion,
$bio

Ixion (c) 1983 Sega.


$end

#-----------------------------

#J. J. Squawkers

$info=jjsquawk,
$bio

J. J. Squawkers (c) 1993 Athena / Able.


$end

#-----------------------------

#Jack Rabbit

$info=jackrabt,jackrab2,jackrabs,
$bio

Jack Rabbit (c) 01/1984 Zaccaria.


$end

#-----------------------------

#Jack the Giantkiller

$info=jack,jack2,jack3,
$bio

Jack the Giantkiller (c) 05/1982 Cinematronics.


$end

#-----------------------------

#Jackal

$info=jackal,
$bio

Jackal (c) 10/1986 Konami.

This game is known in US as Top Gunner, and in Japan as Tokushu Butai Jackal.


- TIPS & TRICKS:


High scores for this game are obtained through saving POWs.
Make sure your jeeps are full (eight men) before letting them off at the helo pad.
DO NOT move while the transfer of men happens (position yourself so you can fire missiles at the upper left hand corner of the screen where the occassional bomber flies out).
You will receive not only a huge score bonus but also be upgraded automatically to the best weapon possible.
Also, pick up glowing POWs while at full power weapon and you will receive 10,000 each!
These are the POWs that come out of the shooting bunkers.

A word of advice; only keep SEVEN men on board until you reach the helo pad area, as there is almost always a glowing POW bunker nearby and having only seven men on board will allow you to pick up that last man, get another level of powerup, plus fill your jeep to capacity - all in one swoop.


- SERIES:


1. Jackal

2. Thundercade


$end

#-----------------------------

#Jackson

$info=zaxxonb,
$bio

Jackson (c) 1982

This game is a bootleg of Zaxxon.


$end

#-----------------------------

#Jail Break

$info=jailbrek,
$bio

Jail Break (c) 03/1986 Konami.

This game is known in Japan as Manhattan 24 Bunsyo.


$end

#-----------------------------

#Jatre Specter

$info=jspecter,jspectr2,
$bio

Jatre Specter (c) 1979 Jatre.

This game is a clone of Space Invaders.


$end

#-----------------------------

#Jigoku Meguri

$info=jigkmgri,
$bio

Jigoku Meguri (c) 1988 Taito.

This game is known in US as Bonze Adventure.


- STAFF:


Game Director: Yasumasa Sasabe

Creater: Crazy-Yoshikawa, Creamy Tetsu

Creature Designed by Junji Yarita.

Game Design Director: Hidehiro Fujiwara

Game Designer: Kenshi Kaito

Character Desingners: Yoshihiko Wakita, Tetsuo Kitagawa, Minori Ishino, Takako Kojima

Hardware Director: Takashi Ohara

Art Director: Hiroyasu Nagai

Sound Directed by H. Ogura.

Assistant: 'Yack', Y. Ohashi, C. Ichikawa


$end

#-----------------------------

#Jitsuryoku!! Pro Yakyuu

$info=jitsupro,
$bio

Jitsuryoku!! Pro Yakyuu (c) 07/1989 Jaleco.


$end

#-----------------------------

#Joe & Mac

$info=joemac,
$bio

Joe & Mac (c) 1991 Data East.

This game is known outside Japan as Caveman Ninja.


- SERIES:


1. Joe & Mac

2. Joe & Mac Returns


- STAFF:


Planner: Makoto Kikuchi

Soft: Chiinke Mitsutoshi.Sato, Mya, Osapan

Graphic designer: Kawamura Makoto, Enomoto, M. Satoh, Etsuko T., Kaneko Atsushi, Shamo

Sound: Maro, Atomic Hanada, T. Miura, Y. Takahama

Hard: Nervous K.K., Hiroshi.Ohnuki


$end

#-----------------------------

#John Elway's Team Quaterback

$info=teamqb,teamqb2,
$bio

John Elway's Team Quaterback (c) 1988 Leland.


- STAFF:


Direction: John Rowe, Medo Moreno

Software: Bob Skinner, Phil Sorger, John Morgan, Steve Hostetler

Graphics: Kevin Lydy

Music: Sam Powell

Hardware: Eric Henderson, Dennis Sable, Dave Scott

Technical Advisors: John Elway, Patrick Curran


$end

#-----------------------------

#Journey

$info=journey,
$bio

Journey (c) 03/1983 Bally Midway.


- TRIVIA:


Used digitized faces of the band members, photographed with a camera designed by Ralph Baer, father of the home video game console.
The machine contained a tape loop of the song "Separate Ways (World's Apart)" in the concert scene at the end of each level.
Rushed through the 1982 Christmas holidays by the Marvin Glass team because Bally/Midway wanted the game to coincide with the release of the band's Frontiers album.
They took all the images of the band backstage at a Salt Lake City concert.
There was talk of using the game as part of the road show, but that fell though.


- TIPS & TRICKS:


On Journey's attract screen (the one with the face), press all the buttons (BLAST, 1P, 2P) and the joystick to the left and you'll get a screen with the programmer's names and tiny digitized pictures.


On the drummer screen, there is an easy way to fly to the line at the bottom of the screen after you've turned all the drums blue.
Just keep firing and hold the joystick straight down.
This works on the first 3 levels and probably even further.


- STAFF:


Designed and programmed by Elaine & Richard Ditton. (founders of Incredible Technologies)

Graphics by Scott Morrison.


$end

#-----------------------------

#Joust

$info=joust,joustwr,joustr,
$bio

Joust (c) 09/1982 Williams.


- UPDATES:


Red version has default high score of 107,212 Pts, Green and Yellow version are 109,102 Pts.


- TIPS & TRICKS:


*The pterodactyl trick*

Classic trick.
Doesn't work on upgraded Joust machines, or on Joust II.

Trick the last jouster on the stage to fly to the lava and get trapped by the lava troll.
Then wait in the center of the middle platform.
When a pterodactyl comes out, it'll fly right into your lance.

The next part takes a fair amount of practice: when the pterodactyl has hit you, your character will be knocked back.
Jiggle the joystick so that your mount is back in the middle of the ledge again.
Keep doing this.

Eventually there'll be a steady stream of pterodactyls, and you'll be killing 'em about 2 per second, for 1000 points each.
When you make a mistake and get killed, the trapped jouster will escape.

On the last board in which this works (47 I think), the jouster will not escape.

You can screw up Joust by killing a Pterodactyl right inside the screen border as it moves from right to left. (Very hard to do - plus it's worthless, but it is of interest as it sometimes shows internal info on the screen if done at the right vertical height from top. Different locations apparently cause different screw-ups.)


Here is a way to leave an invisible platform on some Joust levels (the ones that don't have a top platform to begin with).
This trick can only be performed in a two-player game, and it must begin on a level preceding one that doesn't have an upper platform (such as the fifth level).

To perform the trick, clear all enemies except one, and then win the remaining battle at a point that will leave the resulting egg on the bottom ledge.
Player 1 should stand at the energizing platform at the bottom of the screen while Player 2 commits suicide by jumping in the lava.

The trick is then only possible if Player 2 reappears at the top platform.
Player 1 can grab the remaining egg, which will cause the top platform to disappear but still remain in an invisible state.
The invisible platform carries over to the next level.


The key to handling Shadow Lords (blue guys) is learning how to time their bounces at the top of the screen.
Also, a good spot to be at the beginning of a wave is immediately to the left or right of a ledge and above.
Shadow Lords will then appear and fly right up into you.


To get an extra 1000 points on every screen, leave an egg on the middle left or right platform.
Wait until the pterodactyl comes out.
Let it fly up to the middle level.
As soon as it is high enough, grab the egg.
The pterodactyl will try to exit the screen, you should be able to run towards it, and kill it just as it goes off the side.


*More tips on hunting pterodactyls*

On levels without a middle platform, the safest place to kill them is on the left hand side of the bottom platform.
Position yourself over Player 1's 100,000 number.

On levels with a middle platform: Wait on the right hand side, near the edge.


*More tips on defeating Shadow Lords (blue enemies)*

If there is a middle platform on the screen, always stay under it!

Shadow Lords that approach from the right-hand side will start "bouncing" off the platform and give you time to wait for them.
As they hit the bottom, flap up a little and they will fly into you.
If they approach from the left, they won't bounce but you can still use the same method to kill them.


*For lots of extra points*
During the egg waves, don't pick up the eggs - let them all hatch.
But kill them quickly, or else the pterodactyl will come out sooner.


The wave counter stops at 99, and then goes to 0.
Then it begins over at level 1.
However, the game never gets easier.
Around level 60 or so, all the enemies are Shadow Lords (Blue).


- SERIES:


1. Joust

2. Joust 2 - Survival of the Fittest


- STAFF:


Designed by John Newcommer.

Programmed by Bill "Pfutz" Pfutzenreuter.

Game art by Jan Hendricks.


$end

#-----------------------------

#Joust 2 - Survival of the Fittest

$info=joust2,
$bio

Joust 2 - Survival of the Fittest (c) 12/1986 Williams.


- TRIVIA:


Mr. John Newcomer adds new characters and backgrounds with 35 screens to 1982's JOUST to release JOUST 2 as a coin-operated arcade title.
Blamed largely due to the game industry slump, Williams never successfully inspired a lot of interest in it and less than 1,000 total units ever shipped.


- TIPS & TRICKS:


There is a pterodactyl cheat in Joust 2 that's very similar to the one in the original Joust.

Start on wave 11 (just to make it easier to get started).
Work your way up to level 13.
There is an object towards the top right of the screen that you can stand next to.
Kill everything except a few greys - leave them flying around.

Now position yourself just to the right of the object on the top and point your lance toward the right.
The pterodactyls will fly right into your lance, just like in the original Joust.
The greys will just fly around confused, unable to find you.
They will come close, but will turn away.
Don't flap, or they will be able to find you

The only way you can get killed this way is if a grey is bumped into you somehow, and this is quite rare.
The wave will end only if the remaining greys are sucked underwater by the lava troll.


- SERIES:


1. Joust

2. Joust 2 - Survival of the Fittest


- STAFF:


Designed by John Newcomer.

Programmed by Joe Hellesen, Kristina Donofrio, and Warren Davis.

Sounds by Chris Granner.

Graphics by John Newcomer and Jack Haeger.

Cabinet Graphics by Tim Elliott.


$end

#-----------------------------

#Joyful Road

$info=joyfulr,
$bio

Joyful Road (c) 1983 SNK.

This game is known in Japan as Munch Mobile.


$end

#-----------------------------

#Jr. Pac-Man

$info=jrpacman,
$bio

Jr. Pac-Man (c) 10/1983 Bally Midway.


$end

#-----------------------------

#Judge Dredd

$info=jdredd,
$bio

Judge Dredd (c) 07/1992 Midway.


- TRIVIA:


This game was never released.


$end

#-----------------------------

#JuJu Densetsu

$info=tokij,
$bio

JuJu Densetsu (c) TAD.

This game is known outside Japan as Toki.


- STAFF:


Drew Frank, Tago, Nishizawa, Karkiuchi, Sakuma, Ten, Fujisaku, Aoki, Kitahara, Matsubara, Yokoyama


$end

#----------------------------

#Jump Bug

$info=jumpbug,jumpbugb,
$bio

Jump Bug (c) 12/1981 Rock-ola.


$end

#----------------------------

#Jump Coaster

$info=jumpcoas,
$bio

Jump Coaster (c) 1983 Kaneko.


$end

#----------------------------

#Jump Kids

$info=jumpkids,
$bio

Jump Kids (c) 1993 Comad.


- STAFF:

Director: An Ks

Programmer: Ruy Jh, RA, Js, Park Ym

Designer: Kim Ju, Seo Hs, Lee Sg, Hwang Jw, Son Bw, Son Hw

Sound: Kwan Dy

Hardware: Kim My, Yoon Yj


$end

#-----------------------------

#Jump Shot

$info=jumpshot,
$bio

Jump Shot (c) 1989 Bally Midway.


$end

#-----------------------------

#Jumping

$info=jumping,
$bio

Jumping (c) 1989

This game is a bootleg of Rainbow Islands - The Story of Bubble Bobble 2.


$end

#-----------------------------

#Jumping Jack

$info=jjack,
$bio

Jumping Jack (c) 01/1984 Universal.


$end

#-----------------------------

#Jungle Hunt

$info=junglhbr,jungleh,
$bio

Jungle Hunt (c) 10/1982 Taito.

This game is known in Japan as Jungle King.

A modified version of this game is known as Pirate Pete.


- TRIVIA:


The original game was called Jungle King and featured a character who looked like the well known and very much copyrighted Tarzan.
The character even sounded like Tarzan when he bellowed out the famous Tarzan scream after finishing the boulder stage (and at the beginning of the game).
So, for legal reasons, the name was changed to Jungle Hunt and the character was changed to resemble a classic jungle explorer complete with the standard issue safari hat and shorts.
The bellowed scream at the end of the boulder stage was also entirely removed.
There was also another version of this game released, called Pirate Pete.

$end

#-----------------------------

#Jungle King

$info=junglek,junglkj2,
$bio

Jungle King (c) 08/1982 Taito.

This game is known outside Japan as Jungle Hunt.

A modified version of this game is known as Pirate Pete.


- TRIVIA:


The original game was called Jungle King and featured a character who looked like the well known and very much copyrighted Tarzan.
The character even sounded like Tarzan when he bellowed out the famous Tarzan scream after finishing the boulder stage (and at the beginning of the game).
So, for legal reasons, the name was changed to Jungle Hunt and the character was changed to resemble a classic jungle explorer complete with the standard issue safari hat and shorts.
The bellowed scream at the end of the boulder stage was also entirely removed.
There was also another version of this game released, called Pirate Pete.

$end

#-----------------------------

#Jungler

$info=jungler,junglers,
$bio

Jungler (c) 12/1981 Konami.

Also licensed to Stern for US manufacture and distribution. (03/1982)


$end

#-----------------------------

#Juno First

$info=junofrst,junofstg,
$bio

Juno First (c) 07/1983 Konami.

Also licensed to Gottlieb. (09/1983)


$end

#-----------------------------

#Jyanshin Densetsu - Quest of Jongmaster

$info=janshin,
$bio

Jyanshin Densetsu - Quest of Jongmaster (c) 06/1994 Aicom.


$end

#-----------------------------

#Jyuohki

$info=jyuohki,
$bio

Jyuohki (c) 1988 Sega.

This game is known outside Japan as Altered Beast.


- STAFF:


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


$end

#-----------------------------

#Kabuki Klash - Far East of Eden

$info=kabukikl,
$bio

Kabuki Klash - Far East of Eden (c) 06/1995 Hudson Soft.

This game is known in Japan as Tengai Makyou Shinden - Far East of Eden.


$end

#-----------------------------

#Kageki

$info=kageki,kagekij,
$bio

Kageki (c) 04/1988 Taito.

Licensed to Romstar for US manufacture and distribution. (03/1988)


$end

#-----------------------------

#Kaiketsu Yanchamaru

$info=yanchamr,
$bio

Kaiketsu Yanchamaru (c) 1987 Irem.

This game is known outside Japan as Kid Niki - Radical Ninja.


$end

#-----------------------------

#Kaiser Knuckle

$info=kaiserkn,kaiserkj,
$bio

Kaiser Knuckle (c) 07/1994 Taito.

This game is known in US as Global Champion.

A prototype of this game is known as Dan-Ku-Ga.


- STAFF:


Image Illustrator: Nobuteru Yuki

Project Leader: Takeshi Kobori

Planner: Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki

Main Character Designer: Yuji Sakamoto, Takeshi Kobori

Character Designer: Hiroto Niizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida

Assistant: Peacock, Production IG, VAP

Main Programmmer: Hiroshi Aoki

Programmer: Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama

Music Composer: Yasuhisa Watanabe (Zuntata)

Sound Effect Designer: Katsuhisa Ishikawa (Zuntata)

Recording Engineer: Munehiro Nakanishi (Zuntata) and supported by Zuntata

System Engineer: Katsumi Kaneoka, Hironobu Suzuki

Designer: Kumi Mizobe, Takeshi Kobori

Mechanic Engineer: Koichi Otsu


*CAST*

Kazuya: Kazuki Yao

Barts: Ryutaro Okiayu

Lihua: Saeko Shimazu

Liza: Aya Hisakawa

Gekkou: Hideo Ishikawa

J-McCoy: Kazunari Tanaka

Wulong: Yasushi Horibata

Marco: Ichiro Otowa

Boggy: Andrew Holms

Gonzales: Hisao Egawa

Azteca: Ryu Kuzu

General: Steve Yamashita

Narrator: Randy Sexton


$end

#-----------------------------

#Kaitei Daisensou

$info=kaiteids,
$bio

Kaitei Daisensou (c) 1993 Irem.

This game is known in US as In the Hunt.


- STAFF:


Designer: Akio, Susumu, Tomohiro, Ken Kui, Kozo, Takeshi

Programmer: Nobu, Wanderer

Sound creator: Ai Ai

Publicity staff: Sakomizu

Planner: Tobi_Nag

Assistant: Watashiha Sekaino, Honda Chitsujyo, Nanoda Yotte, Kono Oounabarani, Ikitoshi Ikerumono, Sono Chino, Itteki Mademo, Subete Watashino, Mono Nanoda


$end

#-----------------------------

#Kaitei Takara Sagashi

$info=kaitei,kaitein,
$bio

Kaitei Takara Sagashi (c) 1980 K'K-Tokki / Namco.


$end

#-----------------------------

#Kamikaze

$info=kamikaze,
$bio

Kamikaze (c) 1980 Leijac.

This game is also known as Astro Invader. (Stern)


- TIPS & TRICKS:


General:
On odd numbered boards, the ships come out in a back and forth pattern.
On even numbered boards, most of the ships come out and drop down shafts on the side where the players ship is, thus making even numbered boards more difficult.


Like other shooter type games, you are only allowed to have one shot on the screen at a time.
Firing timing is more important that mindless, quick firing.


Simple Strategy:
The numbering of the shafts for the explanation below: ***12345***67890***

Your basic strategy and priority is to keep the shafts in the middle of the screen as empty as possible (numbers 4, 5, 6 and 7).
This allows you to stay in the middle of the board safely, while the ships fall to the left and right.
If you keep these shafts as empty as possible, it is very easy to stay in the middle shooting the ships that fill those shafts, then sliding over to hit a saucer, and returning to the middle.


Saucer Values:
The values for the saucers are not random, but are determined by the shot number you are on.
400 is the maximum score, with scores also of 300, 200 and 100 possible.


Counting Shots:
I recommend only counting shots on odd boards.
At the very start of the game you want to hit the first saucer (coming out in the middle) on the 15th shot to score 400.
After that, you want to hit the saucer on every 16th shot to score 400.
Your total count, not just the count between hitting saucers is used for your score (Ex. If you hit a saucer and score 400, then hit the next saucer on 15 shots you will score 100. You wil then need to hit the next saucer at 17 shots to score 400 on that one).
In other words, if you fall behind on your shots, you need to catch up.
That sometimes is hard to do because you have just enough time to shoot 16 shots between saucers, so you want to refer to the following scoring chart below:

If you just scored a 400 on a saucer, here is your score for the following saucer based on the number of shots:
4 shots: 200 pts, 8 shots: 300 pts, 12 shots: 200 pts, 16 shots: 400 pts

Everything else in between is 100.
So, if you just hit a saucer and scored 300, you could hit the next saucer on the eighth shot to score 400.
Or if you have a score of 200, and hit the next on 12 shots, you will score either 300 or 400.

When you hit a saucer and score 100, and you do not know where you are "in the count", then trying hitting each successive saucer on the 15th shot to try to find a 200, 300 or 400 score.

Counting shots and getting 400 on every saucer increases your score much more rapidy!


WHERE THE SAUCERS COME OUT:
The pattern for where the saucers come out is not random either.
This pattern repeats and starts at the top each time you get killed.(C- Center, L- Left, R-Right)
The spacing helps me memorize it: CLR CR CL CC RLC RR LL.

The saucers always come out at the same frequency, so you can mentally time it to figure out about when they are coming out, then by knowing where, you will already be in position to hit it!
You might think that if you know where they are coming, you will want to "camp out" on that side on even boards, but this is a bad strategy because most of the ships will also be falling on that side thus making it very difficult to stay alive.


On even boards, you want to keep the middle of the screen rows clear, and even concentrating on the opposite side of where the saucer is going to come out.
Then when the saucer appears you can easily slide over to the other side, and there should not be many ships falling.
I usually time my approach to the other side to when there is a gap of ships falling there.


$end

#-----------------------------

#Kangaroo

$info=kangaroo,kangaroa,kangarob,
$bio

Kangaroo (c) 1982 Sun Electronics.

Also licensed to Atari. (07/1982)


$end

#-----------------------------

#Kaos

$info=kaos,
$bio

Kaos (c) 12/1981 Gamplan.


$end

#-----------------------------

#Karate Blazers

$info=karatblz,karatblu,
$bio

Karate Blazers (c) 1991 Video System.


- STAFF:


Game design: N. Yorichika

Program: Good Townsman, Moo Yagiyama2, Willful Rabbit

Visual Design: N. Yorichika, Shoko Ishimoto, Y. Funada, T. Nishigaki, Hikihara, T. Akamatsu, K. Yamamotoya, H. Motono, H. Hino, Hyoue Ogawa, Akira, Takashi Itoh

Sound Design: Kenji Okuda, Naoki Itamura, Suda Akira


$end

#-----------------------------

#Karate Champ

$info=kchamp,kchampvs,
$bio

Karate Champ (c) 09/1984 Data East.

The Vs version (2p) was shipped one month. (10/1984)

This game is known in Japan as Karate Dou, the Vs version is known in Japan as Taisen Karate Dou.


- TIPS & TRICKS:


This trick makes level clearing relatively easy until at least the 4th Dan. First, get close to your opponent, then push left joystick up and right joystick down to do a forward flip to get behind your opponent.
Then you can do a back kick, or back jumping kick and get him almost all the time before he has a chance to turn around and do a move on you.
On the 4th Dan, he's fast enough to start making moves before you can.


$end

#-----------------------------

#Karate Dou

$info=karatedo,
$bio

Karate Dou (c) 09/1984 Data East.

This game is known outside Japan as Karate Champ.


- TIPS & TRICKS:


This trick makes level clearing relatively easy until at least the 4th Dan. First, get close to your opponent, then push left joystick up and right joystick down to do a forward flip to get behind your opponent.
Then you can do a back kick, or back jumping kick and get him almost all the time before he has a chance to turn around and do a move on you.
On the 4th Dan, he's fast enough to start making moves before you can.


$end

#-----------------------------

#Karate Tournament, The

$info=karatour,
$bio

The Karate Tournament (c) 1992 Mitchell.


- STAFF:


Object Chief: Utata Kiyoshi

Object Assistant: Super Guruken, Poco.P, Dr. Miyajima, T. Kuroda, Ikuko,
Fujishima.G

Back Chief: Oyuusan

Back Assistant: Akiko Kosaka, Rikachan

Sound Composer: Yoshi Sasaki

Sound Data: Yos.S, Kouichi Saito, Mitsuko Seto, Ad Make Up, Guruken

Soft Sub: Namcho

Data Input: Kinchan

Main Program: David Bo0wy

Planner: The Fourth Sally


$end

#-----------------------------

#Karian Cross

$info=karianx,
$bio

Karian Cross (c) 04/1997 Deniam.


- STAFF:


Director:  HanWoo Kim

Game Design: ChangKyun Roh

Game Program: Hermit, Khan

Sound Program: Kwanny

Visual Character Design: Deesis

Character Item Design: Won

BG and Sprite Design: Dongo

Music & Sound: Temp

Voice Dubbing: PilJin Kim, HyunJeoung Um, MinSeong Kim, Sinki Kim

H/W Design: MinHong Park

Management: SangChul Lee


$end

#-----------------------------

#Karnov

$info=karnov,karnovj,
$bio

Karnov (c) 01/1987 Data East.


- UPDATES:


1. Karnov(US) has more enemies so you can get higher scores easier.
In level 1 the ostrich is unique to Karnov(US).
The red serpents are unique to Karnov(US).
2. Karnov(US) hurries you along if you dawdle by dropping invincible plants that fire at you and red serpents when you put up your ladder - this doesn't happen in Karnov(Japan).
3. In Karnov(US), when you use Boomerang or Flame, after it is used up you return to your original triple fire.
In Karnov(Japan), you go back to base single fire.
4. Some of the placements are different for the random items.


$end

#-----------------------------

#Karnov's Revenge

$info=karnovr,
$bio

Karnov's Revenge (c) 03/1994 Data East.

This game is known in Japan as Fighter's History Dynamite.


- STAFF:


Project Leader: Min


$end

#-----------------------------

#Ken-Go

$info=kengo,
$bio

Ken-Go (c) 1991 Irem.


$end

#-----------------------------

#Kick and Run

$info=kicknrun,
$bio

Kick and Run (c) 11/1986 Taito.

A bootleg of this game is known as Mexico 86.


$end

#-----------------------------

#Kick Goal

$info=kickgoal,
$bio

Kick Goal (c) 1995 TCH.


$end

#-----------------------------

#Kick Man

$info=kick,kicka,
$bio

Kick Man (c) 12/1981 Midway.


- TRIVIA:


Originally a monochrome game called Catch 40, Kickman was shelved for three years until it was taken down and refined.


- STAFF:


Designed and programmed by John Pasierb, and crew.


$end

#-----------------------------

#Kick Off

$info=kickoff,
$bio

Kick Off (c) 06/1988 Jaleco.


$end

#-----------------------------

#Kick Rider

$info=kickridr,
$bio

Kick Rider (c) 1984 Universal.


$end

#-----------------------------

#Kicker

$info=kicker,
$bio

Kicker (c) 04/1985 Konami.

This game is also known as Shao-Lin's Road.


$end

#-----------------------------

#Kid Niki - Radical Ninja

$info=kidniki,
$bio

Kid Niki - Radical Ninja (c) 12/1986 Irem.

Licensed to Data East for US manufacture and distribution.

This game is known in Japan as Kaiketsu Yanchamaru.


$end

#-----------------------------

#KiKi KaiKai

$info=kikikai,
$bio

KiKi KaiKai (c) 1986 Taito.


$end

#-----------------------------

#KiKiippatsu Mayumi-chan

$info=mayumi,
$bio

KiKiippatsu Mayumi-chan (c) 1988 Victory L.L.C.


$end

#-----------------------------

#Killer Comet

$info=killcom,
$bio

Killer Comet (c) 10/1980 Game Plan.


$end

#-----------------------------

#King & Ballon

$info=kingball,kingbalj,
$bio

King & Ballon (c) 06/1980 Namco.


$end

#-----------------------------

#King of Boxer

$info=kingofb,
$bio

King of Boxer (c) 1985 Woodplace.

This game is also known as Ring King


$end

#-----------------------------

#King of Dragons, The

$info=kod,kodu,kodj,kodb,
$bio

The King of Dragons (c) 09/1991 Capcom.


- STAFF:


Chin, Tomoshi, Tolaya, Gyo, Shimopi, HK, Yama, Mikiman, Miyao, Iwai, SSS, Mizuho, Hayashi, Manbou, Guych, Dany, Blbon, Ogachy, Hirabe, Wakio


$end

#-----------------------------

#King of Fighters '94, The

$info=kof94,
$bio

The King of Fighters '94 (c) 08/1994 SNK.


- TRIVIA:


The King of Fighters '94 revolutionized the fighter genre with the introduction of 3 member team fighting, called the 'team battle system'.


- TIPS & TRICKS:


*Select victory pose*
Press a Punch or Kick button immediately after winning a match.


- SERIES:


1. The King of Fighters '94

2. The King of Fighters '95

3. The King of Fighters '96

4. The King of Fighters '97

5. The King of Fighters '98 - The Slugfest

6. The King of Fighters '99 - Millennium Battle

7. The King of Fighters 2000

8. The King of Fighters 2001


- STAFF:


Executive producer: Eikichi Kawasaki

Producer: T. Nishiyama

Chief director: M. Kuwasashi

Sub director: Tomita Haruo, Yosisi Hashimoto

System director: Toyochan

System editer: K-Mac-Nagashima

Graphic director: Mitsuo Kodama

Front designer: Yoshiko Kubo, Tatsuya Shinkai, Koji Hamada, Tatsuru Murakemi, Peach Hagihara, Mai-Yamasaki, Nobunaga Mikan, Morioka Shinichi, Akihiko Nasu, Miki Asakura, Jetta, Yuichirow Hiraki, Yoshiko Ogata, Masa Sato, Kazuhiro Toba, Yujirou Hayami, Miho Uematsu, Akiko Yukawa

Back designer: Kenta-Ro, Tsugumi Maeda, Hirolin hajime, Sahori Etoh, Eri Kohjitani, Kaori Kusunoki

Program: Shinchan-Gts, S. Fujinuki

Sound: Papaya, Bros. Hige, Pearl Sibakiti, Ackey

Voice: T. Arai, M. Usui, E. Yano, T. Inage, Y. Shima, R. Fukui, Masahiro Nonaka, A. Maetsuka, T. Nishimura


$end

#-----------------------------

#King of Fighters '95, The

$info=kof95,
$bio

The King of Fighters '95 (c) 07/1995 SNK.


- TIPS & TRICKS:


*Play as Rugal and Shaishyu Kusanagi*
At the team edit screen, the 15 second counter, press and hold start.
While holding start, push Up+B, Right+C, Left+A, and Down+D.
The two bosses should then appear on either side of the counter and the counter should reset back to 15.


*Select victory pose*
Press a Punch or Kick button immediately after winning a match.


- SERIES:


1. The King of Fighters '94

2. The King of Fighters '95

3. The King of Fighters '96

4. The King of Fighters '97

5. The King of Fighters '98 - The Slugfest

6. The King of Fighters '99 - Millennium Battle

7. The King of Fighters 2000

8. The King of Fighters 2001


- STAFF:


Executive-producer: Eikichi Kawasaki

Producer: T. Nishiyama

Chief director: M. Kuwasashi

Sub director: Toyochan, Haruo Tomita, Namaan.Hiroto

System director: Toyochan

System editor: K. Mac. Nagashima

Front designer: T. Shinkai, Ru!Murakemi, C. Yamasaki, Goro.Hamada, Akihiko Nasu, Y. Hiraki, Ha Gi Ha Ra, H. Otani, M. Asakura, Yoshiko Ogata!, Jacky Sato, Toba, Hayamiponbashi, Miho Uematsu, Akiko Yukawa, Shinsuke, Kalkin Mizuno, K. Isomura, Hiroto Kittaka, Kohrin, Meguronomikan, Red Hawk

Back designer: Jetta, Hayashi K-34, Tsugumi, Sahori-E24, Eri Koujitani, Kusunoki-084, Souzi Takamori

Program: Shinchan-R32, S. Fujinuki, Cyber.Kondo

Sound-Music: Papaya, Tate-Norio, Brother-Hige, Pearl Sibakiti, Ackey

Sound-Efect: Yamapy-1, Macky, Mitsuo, Sha-V, Kyo-Chan

Voice: A.Sogi, A. Maetsuka, E. Tsuda, E. Yano, H. Ikoma, K. Horie, K. Inage, K. Namase, K. Nanba, K. Yasui, M. Nagasaki, Masahiro Nonaka, M. Usui, S. Hashimoto, S. Hiyama, T. Arai, T .Nishimura, Y .Shima



$end

#-----------------------------

#King of Fighters '96, The

$info=kof96,
$bio

The King of Fighters '96 (c) 07/1996 SNK.


- TIPS & TRICKS:


*Alternate costume colors*
Press D when selecting a fighter on the character selection screen. 


*Select victory pose*
Press a Punch or Kick button immediately after winning a match.


- SERIES:


1. The King of Fighters '94

2. The King of Fighters '95

3. The King of Fighters '96

4. The King of Fighters '97

5. The King of Fighters '98 - The Slugfest

6. The King of Fighters '99 - Millennium Battle

7. The King of Fighters 2000

8. The King of Fighters 2001


- STAFF:


Producer: T. Nishiyama

Chief Director: Kuwayan

System Director: Toyochan

Sub Director: Toyochan, Haruo Tomita, Namaan-Hiroto, T. Hosokawa

System Editor: K -Mac- Nagashima

Front Designer: Tatsuru-Man, C. Yamasaki, Goro Hamada, Akihiko Nasu, Kyow!Iori?Hiraki, Hagihara Shagiko, Naisyo...., M- Asakura, Joe-Terry Sato, Toba, ....., Miho Uematsu, Akiko Yukawa, S. Yamamoto, Kal Mizuno, Mitsuru Kawasaki, Kohrin, (Mika) Nisida, I-NO-U-E, 44OKA, Aska Tahara

Back Designer: Etosan, Manoru, Bibidebabidebu, Tsugumi.A, Eri Koujitani, [214 KUSU], Souji Takamori, M. Yokoyama, Raishi

Program: Shinchan-R32, S.Fujinuki, Cyber-Kondo

Sound: SHA-V, Konny, Papaya, Shimizm, Yamapy-1, Tate-Norio, Brother-Hige, Ackey, Miwa

Voice: Masahiro Nonaka, Monster Maetsuka, Masaki Usui, S. Hashimoto, Keiichi Nanba, Nobuyuki Hiyama, Mantaro Koichi, Kaori Horie, Masae Yumi, Yoshinori Shima, Tamao Sato, Eiji Yano, T. Nishimura, Hiroyuki Arita, Harumi Ikoma, Akoya Sogi, Kunihiko Yasui, Yuko Tuji, Kong Kuwata,  BJ Love, Masaru Naka, Akiko Saito


$end

#-----------------------------

#King of Fighters '97, The

$info=kof97,
$bio

The King of Fighters '97 (c) 07/1997 SNK.


- TIPS & TRICKS:


*Play as Kof'94 style Kyo Kusanagi*
Highlight Kyo, hold START, then press any button.


*Play as Orochi Iori*
At the character select screen, highlight Iori, then hold Start, and press:
Left, Right, Left, Right, Left, Right, Left, Right, Left, Right, A+C.


*Play as Orochi Leona*
At the character select screen, highlight Leona, then hold Start, and press:
Up, Down, Up, Down, Up, Down, Up, Down, Up, Down, B+D.


*Play as Orochi New Team*
Enter the Orochi Leona code, then return to the character section screen, hold START and press:
Up, Left, Down, Right, Up, Down, B+C.


*Select victory pose*
Press a Punch or Kick button immediately after winning a match. 


*Preview power use*
Hold Start while choosing your fighter order and a face will appear over each person.
If the face is neutral, your power will get passed on.
If the face is smiling, your power will get passed on, with one additional one.
If the face is angry, you will lose your power.


- SERIES:


1. The King of Fighters '94

2. The King of Fighters '95

3. The King of Fighters '96

4. The King of Fighters '97

5. The King of Fighters '98 - The Slugfest

6. The King of Fighters '99 - Millennium Battle

7. The King of Fighters 2000

8. The King of Fighters 2001


- STAFF:


Producer: T. Nishiyama

Chief Director: Toyohisa Tanabe

Sub Director: Haruo Tomita, Tomoko, Namaan-Hiroto, T. Hosokawa, K. "Yanya" Hikida

System Editor: K -Mac- Nagashima

Front Designer: 8Shiro-7Kase, C. Yamasaki, Wormhead Hagi, Mina Kawai, Shio Shio Shio, M. Asakura, Miho Uematsu, Akiko Yukawa, S. Yamamoto, Misuru Kawasaki, Hiroto Kittaka, T. I-NO-U-E, 44Oka, Aska Tahara

Back Designer: Sahori, Pal Co., Ltd., Manoru, Kusunoki, Takamori Souzi, K, M.Yokoyama, Raishi, Kanamaru

Special Effect: T Shin, Nishida Mika, Isomura, -------M--------, Kohrin

Program: S. Fujinuki, Cyber Kondo, Souta Ichino

Sound: SHA-V, Shimizm, Jojouha-Kitapy, Yamapy-1, Tate-Norio, Ackey, Kyo-Chan, Zoe, Marimo

Voice: Masahiro Nonaka, Monster Maetsuka, Masaki Usui, Satoshi Hashimoto, Keiichi Nanba, Nobuyuki Hiyama, Mantaro Koichi, Kaori Horie, Masae Yumi, Yoshinori Shima, Yukina Kurisu, Eiji Yano, Toshikazu Nishimura, Akiko Saito, Akoya Sogi, Harumi Ikoma, Hiroyuki Arita, Makoto Awane, Hazuki, Nishikawa, Rio Ogata, Kouji Ishii, Atushi Yamanishi, Kunihiko Yasui, Takehito Koyasu, Tomoko Kojima

Adjuster: Kiyoshi Asai, Tubolin-Sawa, NWO-Melon

Bug Checker: Anne, Y. Gushiken?, Sanpo, Y. Kabashima, Hanyao, Tomo Chan


$end

#-----------------------------

#King of Fighters '98 - The Slugfest, The

$info=kof98,
$bio

The King of Fighters '98 - The Slugfest (c) 07/1998 SNK.

This game is known in Japan as The King of Fighters '98 - Dream Match Never Ends.


- TIPS & TRICKS:


*Orochi Team* (Evil Chris, Evil Shermie, Evil Yashiro)
At the Character select screen, hold Start and press any button on the normal team (Chris, Shermie, Yashiro).


*Kof'94 art of fighting characters* (Ryo, Robert, Yuri):
At the Character select screen, hold Start and press any button on the art of fighting characters.


*Kof'95 style Kyo*
At the Character select screen, hold Start on Kyo and press any button.


*Real Bout 2 characters* (Mai, Terry, Andy, Billy)
At the Character select screen, hold Start on the respective characters and press any button.


*View attitudes*
Hold Start at the match-up screen to view the attitudes of your opponents. 


*Select victory pose*
Immediately press A, B, C, or D after defeating your opponent. 


- SERIES:


1. The King of Fighters '94

2. The King of Fighters '95

3. The King of Fighters '96

4. The King of Fighters '97

5. The King of Fighters '98 - The Slugfest

6. The King of Fighters '99 - Millennium Battle

7. The King of Fighters 2000

8. The King of Fighters 2001


- STAFF:


Producer: T. Nishiyama

Chief Director: Toyohisa Tanabe

Sub Director: Haruo Tomita, Honey-Bunny-Kaju, Tak.Yamashita, Hiroto Namada, T. Hosokawa, K. "Yanya" Hikida, Tomonori Kamio

System Editor: K. Nagashima


*Front Designer*

Chief: Blaster-Lu

Kyo: Akiko Yukawa

Ryo: Mitsuru Kawasaki, I NO U E

Benimaru: M. Asakura

Robert: Mitsuru Kawasaki

Daimon: S. Yamamoto

Yuri: Mina Kawai

Terry: S. Yamamoto

Leona: Dear Ichi Jerry

Andy: C Yamasaki

Ralf: Dear Ichi Jerry

Joe: Hiroto Kittaka

Clark: Dear Ichi Jerry

Athena: C Yamasaki

Kim: I NO U E

Kensou: 44Oka

Chang: Tahara Ujyu-

Chin: 44Oka

Choi: 44Oka

Chizuru: C Yamasaki

Yashiro: Shio Shio Shio

Mai: C Yamasaki

Shermie: Miho Uematsu

King: Miho Uematsu

Chris: Hiroto Kittaka

Yamazaki: M. Asakura

Heavy D!: I NO U E

Mary: Tahara Ujyu-

Lucky: Mitsuru Kawasaki

Billy: Hiroto Kittaka

Brian: Mina Kawai

Heidern: Dear Ichi Jerry

Iori: M. Asakura

Takuma: S. Yamamoto

Mature/Vice: Shio Shio Shio, Miho Uematsu, Akiko Yukawa

Saisyu: Tahara Ujyu-

Shingo: Akiko Yukawa

Rugal: C Yamasaki

Chief: Yurika


*Back Designer*

JPN-Street Stage: Manoru

USA-Yard Stage: Tohru Nakanishi

China Stage: K.W

JPN-Temple Stage: Yurika

Korea Stage: Tsugumi A

USA-Wharf Stage: Tsugumi A

Mid-East Stage: Raishi

Rugal Stage: Souzi Takamori

Spain Stage: M.K


Demo Designer: Kalkin, Dandy, Matuisan!, Yokoyama, Masato

Special Effect: Nishida Mika, Aoyama

Program: S. Fujinuki, Cyber Kondo, Souta Ichino

Sound: SHA-V, Tate-Norio, Marimo


*Cast*

Kyo: Masahiro Nonaka

Daimon/Ryo: Masaki Usui

Benimaru/Ralf/Choi: Monster Maetsuka

Terry/Kim: Satoshi Mashimoto

Andy: Keiichi Nanba

Joe: Nobuyuki Niyama

Robert: Mantarou Koichi

Yuri: Kaori Horie

Leona/Vice: Masae Yumi

Clark: Yoshinori Shima

Athena: Haruna Ikezawa

Kensou/Brian: Eiji Yano

Chin/Heavy D!: Tosikazu Nisimura

Chizuru: Akiko Saitou

Lucky: Key Inage

Mai: Akoya Sogi

Chang: Hiroyuki Arita

Yashiro: Makoto Awane

Shermie: Hazuki Nishikawa

Chris: Rio Ogata

Yamazaki: Kouji Ishii

Billy: Atsushi Yamanishi

Rugal/Heidern: Toshimitsu Arai

Takuma: Eiji Tsuoda

Saisyu: Keiichirou Sakaki

King/Mary/Announce: Harumi Ikoma

Mature: Hiroko Tsuji

Shingo: Takehito Koyasu

Iori: Kunihiko Yasui


Adjuster: K. Asai, Hataboh de Go!, M-Panic! Plus

Bug Checker: Anne, Sanpo, H. Shimmei, R. Tsune, 8097:K.I (Non)


$end

#-----------------------------

#King of fighters '99 - Millenium Battle, The

$info=kof99,kof99n,kof99p,kof99e,
$bio

The King of fighters '99 - Millenium Battle (c) 07/1999 SNK.


- TIPS & TRICKS:


*Fight as "Real" Kyo Kusanagi*
Note: This code may only be used on machines that have the letters "K.I." or "K" at the bottom of the title screen.
Highlight the random character selection box.
Then, hold Start press Left, Right, Up, Left, Down, Right.
Kyo's picture will replace the sun symbol to confirm correct code entry. 


*Play as Iori Yagami*
Note: This code may only be used on machines that have the letters "K.I." at the bottom of the title screen.
Highlight the random character selection box.
Then, hold Start press Right, Left, Up, Right, Down, Left.
Iori's picture will appear replace the cresent moon symbol to confirm correct code entry. 


*Display character order*
Hold Start when selecting your character's fighting order. 


*Select victory pose*
Press a Punch or Kick button immediately after winning a match.


- SERIES:


1. The King of Fighters '94

2. The King of Fighters '95

3. The King of Fighters '96

4. The King of Fighters '97

5. The King of Fighters '98 - The Slugfest

6. The King of Fighters '99 - Millennium Battle

7. The King of Fighters 2000

8. The King of Fighters 2001


- STAFF:


Producer: T. Nishiyama

Chief director: Namadachan, T. Hosokawa

Sub director: Haruo Tomita, Sexy-Dynamite-Kaju, "Yanya"-K. Hikida, Kamio, Strass(Woo), Toshiomi, Yukixyuki, Lonely Aoki

Design chief: Regeon.Toyanaka, (^_^)

Front designer: I No U E(K'/Kim), Shinsuke.Yamamoto(Maxima/Terry), M. Asakura(Benimaru/Chin), Kawai.Sama(Yuri/Takuma/Choi), Shio Shio Shio(Ryo/Robert), Winnie the Whipooh(Leona/Whip/Mary), Youki.T.Ohyama(Ralf), M.Endo(Clark), Akiko.Yukawa(Shingo/Athena/Kasumi), Miho.Uematsu(Xiangfei/King), Mitsuru(Kensou/bao), Styleos(Kyo/Chang), Roppongi Marito(Jhun/Joe), C.Yamasaki(Krizal Id/Andy/mai/Iori)

Back designer: Manoru(Sewege.Sys), K. W(Park), Raishi(Alley), T. Nakanishi(Airport), A. Tsugumi(Museum), Kobayasi.Nobuyuki(Boss)

Demo designer: Kalkin, M. Yokoyama, K."G3"Nagashima

Special effect: Aooon

Program: Cyber.Kondo, Souta.ichino, Abetak

Sound: Sha-V, Zoe, Marimo, Usako-X, Tate-Norio, Shimizm, Hori-Hori

Adjuster: K.Asai, Toshiyuki Hata, Haruo.K, Tomoaki Kawamoto

Bug checker: T. Seko, M. Sawa


$end


#-----------------------------

#King of Fighters 2000, The

$info=kof2000,kof2000n,
$bio

The King of Fighters 2000 (c) 07/2000 SNK.


- TIPS & TRICKS:


*Enable the mid-boss, Kula*
Put the cursor on Whip, press Start,
Put the cursor on Vanessa, press Start,
Put the cursor on Seth, press Start,
Put the cursor on Maxima, press Start,
Put the cursor on K', press Start,
Put the cursor on Random, press Start,
Now press up, down


*Enable the maniac strikers*
At the Striker Select Screen, highlight 'Another Striker', Press up, Left(x3), Right(x3), Down.
These characters have Maniac Strikers: Chang, Choi, Iori, Kula, Kyo, Ramon, and Ryo.


*Select victory pose*
Press a Punch or Kick button immediately after your opponent is defeated. 


*Alternate costume colors*
Highlight in order: Kyo, Benimaru, K', Terry, Mary, Mai, Whip, or Choi, then press C + D at the character selection screen. 


- SERIES:


1. The King of Fighters '94

2. The King of Fighters '95

3. The King of Fighters '96

4. The King of Fighters '97

5. The King of Fighters '98 - The Slugfest

6. The King of Fighters '99 - Millennium Battle

7. The King of Fighters 2000

8. The King of Fighters 2001


- STAFF:


Producer: Y. Inui

Director: Region Toyonaka

Chief Planner: T. Hosokawa, Yanya (K.Hikida)

System Editor: Kaede, Namarn

Sequence Chief: T. Kamio

Sub Planner: Tomita Haruo, Y. Takshi, Syun-Jin, Godzio, H. Eguchi

Design Chief Front: Chikara Akane Y, Dear Tomchin

Design Chief Back: Manoru

Demo: Komantare Boo


*Cast*

K': Yuuki Matsuda

Maxima: Katsuyuki Konishi

Vanessa: Kaori Minami

Ramon: Eiji Takemoto

Lin: Takaya Kuroda

Benimaru: Monster Maeduka

Shingo: Takehito Koyasu

Seth: Hidetoshi Nakamura

Terry: Satoshi Hashimoto

Andy: Keiichi Nanba

Mary: Harumi Ikoma

Joe: Nobuyuki Hiyama

Ryu: Masaki Usui

Robert: Mantarou Koichi

Takuma: Eiji Tsuda

King: Harumi Ikoma

Mai: Akoya Sogi

Yuri: Kaori Horie

Kasumi: Masae Yumi

Hinako: Ayako Kawasumi

Leona: Masae Yumi

Ralf: Monster Maeduka

Clark: Yoshinobi Shima

Whip: Shiho Kikuchi

Athena: Harna Ikezawa

Kensou: Eiji Yano

Chin: Tosikazu Nisimura

Bao: Kanako Nakano

Kim: Satoshi Hashimoto

Chang: Hiroyuki Arita

Jhun: Kazuya Ichijo

Choi: Monster Maeduka

Kyo: Masahiro Nonaka

Iori: Kunihiko Yasui

Zero: Kinta Futogane

Kula: Yumi Kakazu

Duke/Baedal: Eiji Takemoto

Cosplayer Kyoko: Haruna Ikezawa

Daimon: Masaki Usui

Yamazaki: Kouji Ishii

Kaede: Kouji Suitsu

Yashiro: Makoto Awane

Chris: Rio Ogata

Nakoruru: Harumi Ikoma

Fio: Kanako Morizumi

Eiji/Goenitz: Yoshinori Shima

Geese/Duck: Kong Kuwata

Billy: Atsushi Yamanishi

Tendou: Nobuyuki Hiyama

Shermie: Hazuki Nishikawa

Kaoru: Ayako Kawasumi

Xiangfei: Mami Kingetsu

Lilly: Yumi Kakazu

Dongwhan: Jun Hashimoto

Syo: Mitsuo Iwata

Mature: Hiroko Tsuji

Rugal: Toshimitsu Arai

Saisyu: Keiichiro Sakagi

King Lion: Katsuhisa Nakatsuka

Foxy: Haruna Ikezawa

Sue Il: Yoshiaki Fujita

Jae Hoon: Hiroki Asakawa

Neo&Geo/G-Mantle: Hiroyuki Arita

Unknown: Arita Goto

Diana: Kaori Minami


*Front Designer*

K': I NO U E

Maxima: S. Yamamoto

Vanessa: I NO U E

Ramon: Kawasaki Mitsuru

Benimaru: M. Asakura

Shingo: Akiko Yukawa

Lin: Shio Shio Shio

Seth: S. Yamamoto

Terry: Styleos

Andy: Chikara Akane Y

Mary: Dear Tomchin

Joe: Hirofusa Satoshi

Ryo: S. Yamamoto

Robert: Shio Shio Shio

King: Miho Uematsu

Takuma: Miho Uematsu

Leona: Dear Tomchin

Clark: Megumi Endo

Athena: Akiko Yukawa

Chin: M. Asakura

Ralf: Dear Tomchin

Whip: Dear Tomchin

Kensou: Kawasaki Mitsuru

Bao: Kawasaki Mitsuru

Mai: Chikara Akane Y

Yuri: Momo Kuri Sakura

Kasumi: Akiko Yukawa

Hinako: Miho Uematsu

Kim: I NO U E

Jhun: Hirofusa Satoshi

Choi: A T

Chang: A T

Kyo: Styleos

Iori: Styleos

Kula: Megumi Endo

Zero: Chikara Akane Y


*Back Designer*

Factory: K

Garbage Dump: 2047

Scrap Dump: Raishi

Desert: N. Morohashi

Korea: Manoru

Temple: Kane'

Aquarium: Nobu Kobayashi


Demo Designer: M. Yokoyama, Yukinari, Tsugumi A, K-"G4"-Nagashima

Op. Title: Takayuki Mizuno

Special Effect: Aooon, T. Nakanishi

Program: Souta Ichino, Abetak, Kohji Mannami

Sound: SHA-V, Zoe, Marimo, Usako-X, Tate-Norio

Sampling CD: Samples courtesy of Spectrasonics' Distorted Reality, Distorted Realityz

Adjuster: T. Seko, Error Sawa 2000

Bug Checker: Lix, Lumen Lunae, Jam, Garuru, Sakon, Hanayama Kaoru


*Color Edit Contest*

K': Toraneko

Terry: Ai Haruyama

Ryo: Roias

Mai: Y. Yatsuda

Choi: Bakso CB

Benimaru: Yoshitaka

Mary: Ryui Akio

Whip: Yasunari Ito

Kensou: Minaminami

Kyo: Saori Abe


$end

#-----------------------------

#King of Fighters 2001, The

$info=kof2001,
$bio

The King of Fighters 2001 (c) 10/2001 Eolith.


- TIPS & TRICKS:


*Choose your winnin pose*
To choose your winning pose, press a button immediately after beating the opponent and before the "You Win" mark appears.
Each button gives a specific winning pose.


- SERIES:


1. The King of Fighters '94

2. The King of Fighters '95

3. The King of Fighters '96

4. The King of Fighters '97

5. The King of Fighters '98 - The Slugfest

6. The King of Fighters '99 - Millennium Battle

7. The King of Fighters 2000

8. The King of Fighters 2001


$end

#-----------------------------

#King of the Monsters

$info=kotm,
$bio

King of the Monsters (c) 02/1991 SNK.


- SERIES:


1. King of the Monsters

2. King of the Monsters 2 - The Next Thing


- STAFF:


Producer & Director: Hamachi Papa

Chiff Designer: Mitsuzo

Main Designer: Tomomi

Background Designers: Taka, Sakai

Character Designers: Joe Toshiaki, Cagamaru, Yu-Zo, Y-Tick, Fuziki Boke

Main Programmer: Makoto

Assistant Programmer: Yamatan

Sound Creater: Tarukun, Konny & Ten6 Jaguars


$end

#-----------------------------

#King of the Monsters 2 - The Next Thing

$info=kotm2,
$bio

King of the Monsters 2 - The Next Thing (c) 05/1992 SNK.


- SERIES:


1. King of the Monsters

2. King of the Monsters 2 - The Next Thing


- STAFF:


Planner & Director: Hamachi Papa

Chief Designer: Mitsuzou

Main Character Designer: Abe, Taka, Pan, Ponda, Ahokamen

Main Scroll Designers: Sakai Goma, Manoru

Sub Designers: Kilitao, Bob Fukumizu

Main Programmer: Magi2

Sub Programmers: Hiroshi & Tadashi, Nishiura, Cyber Kondo&Kue, Atomic Abe

Music Designer: Tarkun, Shimizum, Jojoha-Kitapy, Team C2H5OH

Producer: Kawano

Executive Producer: Eikichi Kawasaki


$end

#-----------------------------

#Kirameki Star Road

$info=kirameki,
$bio

Kirameki Star Road (c) 08/1997 Taito.


$end

#-----------------------------

#Kitten Kaboodle

$info=kittenk,
$bio

Kitten Kaboodle (c) 1988 Konami.


$end

#-----------------------------

#Kizuna Encounter - Super Tag Battle

$info=kizuna,
$bio

Kizuna Encounter - Super Tag Battle (c) 09/1996 SNK.

This game is known in Japan as Fu'un Super Tag Battle.


- STAFF:


Object Designer: Rolly R, POnta, Pinkey, G. Ishidaman, Kattsun, Tashiboo, Sasa, Futatsu..., Odachan, Akairo Megane, Yorumo O.K.YO, Tohru, Takehiro Isaji, Kaoruru

Back Designer: Muramama, Eiko, Daisuke, Hidenao JF9, Shimiji

Programmer: Jaron, 0014 Take4, Bashi

Music Composer: Jojouha Kitapy, Tate Norio, Mitsuo

Producer: T. Nishiyama, H. Matsumoto, Akira

Director: Mituzo, Kanbei Hama, Wakama2, Suery from OBC


$end

#-----------------------------

#Klax

$info=klax,klaxj,klax2,klax3,klaxd,klaxp1,klaxp2,
$bio

Klax (c) 1989 Atari Games.


- TRIVIA:


Dave Akers (Atari) originally programmed this in Amiga Basic, then ported it line-by-line to C.
It was written in just a few weeks on Escape From the Planet of the Robot Monsters hardware.


$end

#-----------------------------

#Knights of the Round

$info=knights,knightsj,knightsu,
$bio

Knights of the Round (c) 01/1992 Capcom.


- STAFF:


Game design: Boyoyon, Hachi, K Suke, Nis 7


*Character design*

Object: Ikusan.Z, Tanuki, Imomushi, Jun, Sho

Scroll: Fukumoya, Pooh!, Kyochan, Marchan


Music sound: Oyaji

Program: Ayrton Tsuna !!, Herohero, Cky


$end

#----------------------------

#Knights of Valour

$info=kov,kovplus,kov115,
$bio

Knights of Valour (c) 1999 IGS.

This game is also known as Sangoku Senki.


- UPDATES:


Knights of valour Plus is an upgrade.
More characters are available.


- SERIES:


1. Knights of Valour

2. Knights of Valour 2


- STAFF:


Executive Producer: Ray

Directed by: Zhong Ren Gau, Keith Young, Andy Chu

Program by: Alf, Why, Fred Liao, Yao Wen Lo, Mssheir, LTH

Hardware by: Franklin Wu

Stylist by: Joseph Chang, Muta Chen, Chun Lung Wu, Benson, Hark Lin

Pictures by: Yao Kun Lai, Szu Chiang Wu, Pon Pon, Su Ping Chen, Abthony Ling, Yu Jem Lin, Gui Xin Xu, Hanks, Chia Sen Yeh, Mei Sen Chune, Hsien Chin Chou, Hsu Wei Chu, Feng Chiu Fu, Sheng Kai Chang, Ricky, Sung Chih Lin, Elvis Chen, Yang, Jeffrey Chang, Owl, Leo

Music Conductor: Ray

Music & S.E. by: Eddie Yao, Dean

Producer: Ko-Chu Lee, Paulchiang, A.C. Chen, Tzung-Hui Cheng


$end

#-----------------------------

#Knock Out!!

$info=knockout,
$bio

Knock Out!! (c) 1982 KKK.

This game is also known as Triple Punch (KKI)


- TIPS & TRICKS:


Begin by filling in the box in the lower left-hand corner.
Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in.
Just repeat this motion until all of the boxes are full.


Also remember that real points are to be gained not by filling in two boxes at once, but by punching out an enemy while the ambulance is still on-screen taking away another enemy.
Doing this gives you 600 points as compared to the usual 300, or 150-200 for filling two boxes simultaneously.


$end

#----------------------------

#Knuckle Bash

$info=kbash,
$bio

Knuckle Bash (c) 1993 Toaplan.


$end

#----------------------------

#Knuckle Heads

$info=knckhead,knckhedj,
$bio

Knuckle Heads (c) 1992 Namco.


- STAFF:


Planner: O. Sugi, Captain Gan

Programmer: SAM. Uruyama, Furin-Yanagi-Kazan-CD

Chief of Visual Designer: H. Kikuchi, KIM

Visual Designer: M. FukuChan, Tsuchidarya-, N. Kumagari, G-NAS.Y, H-DAIO

Logo and Graphic Designer: Cho-Itoh

Illustration: Mr. Shigeri

Sound Composer: John Aihara


*Cast*

Vincent, Darell: N. Tobita

Fujioka: T. Morikawa

Chris: M. Hayashibara

Silva: K. Misuishi

Vaike: T. Yanagihara


$end

#----------------------------

#Knuckle Joe

$info=kncljoe,kncljoea,
$bio

Knuckle Joe (c) 1985 Taito.

A bootleg of this game is known as Bone Crusher.


$end

#-----------------------------

#Kodure Ookami

$info=kodure,
$bio

Kodure Ookami (c) 1987 Nichibutsu.


$end

#-----------------------------

#Koi no HotRock

$info=rockragj,
$bio

Koi no HotRock (c) 12/1986 Konami.

This game is known outside Japan as Rock 'n Rage.


- STAFF:


Game programmer: Lovely Sugimo, John Yamagushi, Rick Nagasawa, Great Man Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada

Video graphics: Shena Urata, Sweet Satoh

Sound effects: Fancy Fukutake, Can Mizutani, Drum Terashima, River Gushiken, Sand Muraoka

Hardware design: Barrel Akiyama


$end

#----------------------------

#Kokontouzai Eto Monogatari

$info=eto,
$bio

Kokontouzai Eto Monogatari (c) 05/1994 Visco.


$end

#----------------------------

#Konami'88

$info=konami88,
$bio

Konami'88 (c) 1988 Konami.

This game is also known as '88 Games, and in Japan as Hyper Sports Special.


- SERIES:


1. Track & Field

2. Hyper Olympics '84

3. Konami'88


$end

#----------------------------

#Konami GT

$info=konamigt,
$bio

Konami GT (c) 10/1985 Konami.

This game is also known as Konami RF2 - Red Fighter.


$end

#----------------------------

#Konami RF2 - Red Fighter

$info=rf2,
$bio

Konami RF2 - Red Fighter (c) 10/1985 Konami.

This game is also known as Konami GT.


$end

#-----------------------------

#Kosodate Quiz My Angel

$info=myangel,
$bio

Kosodate Quiz My Angel (c) 1996 Namco.


- SERIES:


1. Kosodate Quiz My Angel

2. Kosodate Quiz My Angel 2

3. Kosodate Quiz My Angel 3


$end

#-----------------------------

#Kosodate Quiz My Angel 2

$info=myangel2,
$bio

Kosodate Quiz My Angel 2 (c) 1997 Namco.


- SERIES:


1. Kosodate Quiz My Angel

2. Kosodate Quiz My Angel 2

3. Kosodate Quiz My Angel 3


$end

#-----------------------------

#Koukouyakyuh, The

$info=kouyakyu,
$bio

The Koukouyakyuh (c) 1985 Alpha Denshi.


$end

#-----------------------------

#Koukuu Kihei Monogatari - The Legend of Air Cavalry

$info=legofair,
$bio

Koukuu Kihei Monogatari - The Legend of Air Cavalry (c) 1988 SNK.

This game is known outside Japan as Chopper I.


- STAFF:


Supervisor: Eikichi Kawasaki

Producer: Tamadachi

Programmer: SNK Jr.

Designer: Okitaka, Madaka, Warasan

Sound Creater: Kanata

Adviser: Tosikita


$end

#-----------------------------

#Koutetsu Yousai Strahl

$info=strahl,strahla,
$bio

Koutetsu Yousai Strahl (c) 02/1992 UPL.


- STAFF:


Game Designer: Kinya Adyama

Game Programmer: Ken-Ichi Kunikyo

Music Composer: Yoshio Nagashima

Object Designers: Kadru Kamigiku, Ichiro Shibasaki, Mutsuo Kaneko, Kinya Adyama

Background Designers: Mindru Tomizawa, Megumi Fujii

Hardware Works: Nobuyuki Narita


$end

#-----------------------------

#Kozmik Krooz'r

$info=kroozr,
$bio

Kozmik Krooz'r (c) 1982 Bally Midway.


- TRIVIA:


Originally known as "Mothership" it was supposed to use a mirror to reflect the image of a ship onto the playfield.
Bill's new design of the game introduced the cute green alien that Bally/Midway executives hoped would be the next fad like Pac-Man was for Namco (note: the alien's next appearance was in Wacko).


- STAFF:


Designed by Marvin Glass and Bill Adams.

Programmed by Bill Adams and crew.


$end

#-----------------------------

#Kram

$info=kram,kram2,
$bio

Kram (c) 06/1982 Taito.


$end

#-----------------------------

#Krazy Bowl

$info=krzybowl,
$bio

Krazy Bowl (c) 08/1994 American Sammy.


$end

#-----------------------------

#Krull

$info=krull,
$bio

Krull (c) 03/1983 Gottlieb.


- TRIVIA:


Krull was designed and programmed in 18 months.

It is Gottlieb's first movie-themed video game.


- TIPS & TRICKS:


*Stage Guide*


Stage 1
The pieces are spread out in a triangle formation at the beginning of the level, so run up the right side, grabbing the first three pieces.
Then look for an opening in the rocks to move to the left side of the screen.
Run down the mountain and grab the fourth piece.
Now comes the fun part.
On the first few passes through this level, you can leech about 20,000 points before the boulders start coming too fast to dodge.
How?
Simply run in front of a boulder that is moving the same speed or slower than you.
You'll hear a low drumming sound telling you that you are scoring points if you do this correctly.
However, if you're killed by the boulder or another boulder, be aware that when you restart the level, the last blade piece will be at the top of the mountain.
Still feel like leeching?
Not a very good idea, especially since the boulders seem to speed up even faster this time, and if you don't move for that blade piece right away, you ain't gonna get it.


Stage 2
Concentrate not on collecting your army, but rather on clearing a safe route through the Slayers to your army.
Whether army members live or die is irrelevant--it's a win-win situation.
If they live, you can score more points.
If they die, you have less of them to bring to the Hexagon in the next, harder Stage.
Adjust your gameplay accordingly.
Remember that the last Slayer is going to be coming at you hot and heavy (though he may take a short while to accelerate, it won't be long), all guns firing.
Try to strafe while firing for maximum coverage when there are 5+ Slayers left.
When there are less than five Slayers, and they are more or less beelining for Colwyn, fire your Glaives and then use this beelining to your advantage--by moving Colwyn the proper direction, you can guide the Slayer straight into the path of your Glaive.


Stage 3
A headache.
The middle ground, in later stages particularly, is a deathtrap.
Try to stay in one of the pockets and let your Army, enemies, and Hexagon come to you.
Clear army members into the Hexagon at the earliest opportunity--having to recollect them if you die is painful and risky.
Pray that the Hexagon doesn't get stuck in one of the other pockets.
If it does, or if the level starts getting too fast, or if your #$%&! army members just will not cross over the middle, you're going to have to make a run for it.
Shoot diagonally a number of times down the lane you're going to run, saving your last Glaive for any cross-throws you may have to make.
Don't dawdle!
You have virtually no room to dodge in the middle.
This stage is all about making good risk-taking judgments.


Stage 4
Easy if you don't screw up.
The walls shift color at a decent rate, so as soon as you have the first wall out of the way, move up into the empty space created.
This way you cannot be immediately attacked by Slayers appearing from the side of the Hexagon, meaning you only have to contend with those in front of you.
You'll also be able to hit the next wall that much faster.


Stage 5
Avoid the temptation to throw at the Beast or his fireballs--this is almost a straight running stage.
Run at the Beast, destroying only fireballs that come straight at you.
When halfway to him, run at about a 30 degree angle past him, and when you are horizontally level to him, switch to a -30 degree angle and beeline for Lyssa.
Fireballs will have ricocheted and be heading for your position by this point, so time your run to avoid them, not to shoot them.
Shooting them gives the Beast extra time to launch new ones at you, and for other fireballs to home in on your position.


- STAFF:


Designed and Programmed by Matt Householder and Chris Krubel.

Graphics by Jeff Lee.

Audio by David Thiel.


$end

#-----------------------------

#Kuhga - Operation Code "Vapor Trail"

$info=kuhga,
$bio

Kuhga - Operation Code "Vapor Trail"  (c) 1989 Data East.

This game is known outside Japan as Vapor Trail - Hyper Offence Formation.


$end

#-----------------------------

#Kung-Fu Master

$info=kungfum,kungfub,kungfub2,kungfud,
$bio

Kung-Fu Master (c) 12/1984 Irem.

This game is known in Japan as Spartan X.


- TIPS & TRICKS:


Time your punches properly.
They give you double score compared with the kicks, but they're much more risky, as you can fall short with your punch and get grabbed.


If you feel like you don't want to fight, when a knife thrower appears behind you, evade his first knives, clean the screen and start to advance non-stop, cleaning the henchmen in your way.
There won't be any new henchmen appearing from your back, and it's a lot quicker and easier.
Perhaps it's a bit tricky to avoid the knives at your back while you are cleaning your path ahead, but you are a kung fu master, aren't you?


Defeating the Bosses:

*FIRST BOSS*
Easy.
Wait to his first pole swing from a safe distance and then quickly get close (stuck) to him.
From now on, his attacks won't hit you.
Walk forward (making him walk back) until you reach the staircases and then start punching him in the belly.

*SECOND BOSS*
First, clean your back of henchmen.
Then, wait for the boomerang dude to throw his first boomerang , avoid it and this is the time!
You have to hit him like hell while he's waiting to recover his boomerang.
Punches hurt double.
If you're quick enough punching, he won't recover his first boomerang.

*THIRD BOSS*
My favorite one.
Just make a jumping moving kick, hit him in the chest, and as soon you touch the floor (falling down from the jumping kick) start punching fast as hell!
With any luck he won't touch you anyway.
Be sure to have spare energy to perform this movement just in case he has time to give you a kick (1/4 of the bar would be enough).

*FOURTH BOSS*
Watch out, this one is tricky.
First, take him to the limits where he can walk (He suddenly stops as he can't get closer to you).
Then come closer to him and duck, avoiding his projectiles.
Then, a copy of him will appear at your back.
Stand up and start walking (avoiding projectiles again) just as you did with the first boss.
As soon as you arrive at the stairs, duck and start punching.
He will appear and disappear, but JUST in front of you.
Six punches and he's history.

*FIFTH BOSS*
Mainly keep him defending himself with high kicks (tapping very fast!) and then suddenly change to low kicks.
I usually start with a jumping moving kick in the chest (just like the third boss) and then start the high/low kicks patterns.
I've played so much that I can add some low punches to the mix, but if you want to survive, stick to the pattern.


$end

#----------------------------

#Kuri Kinton

$info=kurikint,kurikina,kurikinu,kurikinj,
$bio

Kuri Kinton (c) 1988 Taito.


- STAFF:


Creator: Wolf Kato, Crusher Ishikawa, Yasuyuki Hiwatashi

Hardwear Design: Hiroyuki Noguchi, Minoru Yoshimura

Sound Designer: Masahiko Takagi, Yasuhisa Watanabe

Charactor Design: Seiji Kawakami, Yoshihiko Wakita, s.c. Mizutani, s.c. Tomita, s.c. Kimura, s.c. Kusano, Thanks Santasan

Publicity Supervisor: Naoko Yoshida

Game Design: Kei.S


$end

#-----------------------------

#Kyohkoh-Toppa

$info=brkthruj,
$bio

Kyohkoh-Toppa (c) 1986 Data East.

This game is known outside Japan as Break Thru.


$end

#-----------------------------

#Kyros

$info=kyros,
$bio

Kyros (c) 05/1987 World Games.


$end

#-----------------------------

#Kyukyoku Tiger

$info=ktiger,
$bio

Kyukyoku Tiger (c) 10/1987 Taito.

This game is known in US as Twin Cobra.


- UPDATES:


Difference between Twin Cobra and Kyukyoko Tiger:

T.C. supports two simultaneous players.

K.T. supports two players, but only one at a time.
For this reason, it also supports Table Top cabinets.

T.C. stores 3 characters for high scores.

K.T. stores 6 characters for high scores.

T.C. heroes are Red and Blue for player 1 and 2 respectively.

K.T. heroes are grey for both players.

T.C. dead remains of ground tanks are circular.

K.T. dead remains of ground tanks always vary in shape.

T.C. continues new hero and continued game at current position.

K.T. continues new hero and continued game at predefined positions.
After dying, and your new hero appears, if you do not travel more than your helicopter length forward, you are penalised and moved back further when your next hero appears.

K.T. Due to this difference in continue sequence, Kyukyoku Tiger is MUCH harder, challenging, and nearly impossible to complete !


- SERIES:


1. Kyukyoku Tiger

2. Kyukyoku Tiger II


- STAFF:


Music and sound created by Tatsuya Uemura.


$end

#-----------------------------

#Kyukyoku Tiger II

$info=ktiger2,
$bio

Kyukyoku Tiger II (c) 11/1995 Taito.


- SERIES:


1. Kyukyoku Tiger

2. Kyukyoku Tiger II


$end

#-----------------------------

#Kyuukai Douchuuki

$info=kyukaidk,kyukaido,
$bio

Kyuukai Douchuuki (c) 05/1990 Namco.


$end

#-----------------------------

#Labyrinth Runner

$info=labyrunr,
$bio

Labyrinth Runner (c) 1987 Konami.


$end

#-----------------------------

#Lady Bug

$info=ladybug,ladybugb,
$bio

Lady Bug (c) 10/1981 Universal.


- TIPS & TRICKS:

Lady Bug, The Comprehensive Guide:

Skulls kill you and the bugs.
When a bug hits a skull it will die and return to the centre of the screen awaiting re deployment..
The skulls are your friends.
It is possible by flipping the gates to make small areas of the screen inaccessible to bugs in conjunction with skulls.
When all the skulls are gone on a screen, there is always a direct path to you - there are no hiding places.

To complete a screen, eat all the x's (10 points each) and all the letters and circled hearts (various values detailed below).
Each of the circled hearts and letters is worth 100 points when they are blue, 300 points when they are yellow and 800 points when they are red.
Get the circles with the hearts in when they are blue to advance the multiplier x2, x3 and finally x5 so when you get all the blue circles first then get for instance a red letter you get 5 x 800 points = 4000 points.

Before a screen starts you are told which letters will appear.
Try to work out quickly which ones are needed in the word SPECIAL or EXTRA depending on what you are going for.
As far as I can tell, the letters appear at random.
I have played this game literally hundreds of times and never found a way to force a particular letter to come out - V. Annoying - particularly when you get 2 or 3 extra goes during the course of a game but never get the crucial letter T or X to complete the word EXTRA. Grr !

During each screen if you get the letters when they are red and they are in the word SPECIAL they will get lit up.
When you light all 7 letters in SPECIAL you get a free game with accompanying Special screen - see screenshot.
This completes the current screen.
Letters and circles turn red for a very short period of time just after the green dots complete a circuit of the outside of the screen.

During each screen if you get the letters when they are Yellow and they are in the word EXTRA they will get lit up.
When you light all 5 letters in EXTRA you get an extra Lady Bug with accompanying Extra screen - see screenshot.
This completes the current screen.
Letters and circles turn yellow immediately after they turn red - they stay yellow for a couple of seconds before turning blue.

The sequence of vegetables (in the middle of the screen under the bugs) is:


1. Cucumber - 1000 pts - bugs on this screen are are violet beetles

2. Egg Plant - 1500 pts - Pink things (technical term)

3. Carrot - 2000 pts - Praying Mantis

4. Radish - 2500 pts - Wasps (?)

5. Parsley - 3000 pts - Winged Beetles

6. Tomato - 3500 pts - Flys

7. Pumpkin - 4000 pts

8. Bamboo Shoot - 4500 pts - Caterpillars

9. Japanese Radish - 5000 pts (mixed bugs start appearing from this point onwards)

10. Mushroom - 5500 pts

11. Potato - 6000 pts

12. Onion - 6500 pts

13. Chinese Cabbage - 7000 pts

14. Turnip - 7500 pts

15. Red Pepper - 8000 pts

16. Celery - 8500 pts

17. Sweet Potato - 9000 pts

18. (and all subsequent screens) Horse Radish - 9500 pts


If you eat the vegetable in the centre of the screen you get the points and the monsters freeze until the green/white dots round the edge of the screen have made a complete circuit of the screen.
The bugs still kill you if you touch them when they are frozen like this.

The game becomes pretty much unplayable due to the speed of the bugs after about level 20 and nothing changes after that.


$end

#-----------------------------

#Lady Killer

$info=ladykill,
$bio

Lady Killer (c) Yanyaka.

Licensed to Mitchell.

This game is known in Japan as Moeyo Gonta!!


$end

#-----------------------------

#Laguna Racer

$info=lagunar,
$bio

Laguna Racer (c) 09/1977 Midway.


$end

#-----------------------------

#Land Sea Air Squad

$info=lsasquad,
$bio

Land Sea Air Squad (c) 1986 Taito.

This game is known in Japan as Riku Kai Kuu Saizensen.


$end

#-----------------------------

#Landmaker

$info=landmakr,
$bio

Landmaker (c) 06/1998 Taito.


$end

#-----------------------------

#Laser

$info=laser,
$bio

Laser


- UPDATES:


Unlike Space Laser, this game is one or two player and was designed for a cocktail cabinet.
Also, the ships moving horizontally across the screen are not always solid but flash on and off.


$end

#-----------------------------

#Lasso

$info=lasso,
$bio

Lasso (c) 1982 SNK.


$end

#-----------------------------

#Last Blade, The

$info=lastblad,
$bio

The Last Blade (c) 11/1997 SNK.

This game is known in Japan as Bakumatsu Roman - Gekkano Kenshi.


- TIPS & TRICKS:


*Play as Musachi*
At the character selection screen, press:
C(x6), B(x3), and C(x4).


*Time Attack mode*
Insert a coin, hold A+B+C+D, and press Start.


*Alternate costume colors*
Press Start when selecting a fighter at the character selection screen.


- SERIES:


1. The Last Blade

2. The Last Blade 2


- STAFF:


Executive Producer: H. Matsumoto

Producer: Akira G.

Director: Kim-Ken, Wakama2, Swery 65%


*Front Designer*

Kaede: Tony Oki, Sumicho, Y. Kashiba, Okame Kiyoshi

Amano: Rolly (R)

Moriya: Heitarou

Musashi: Ponta

Yuki: (c)Fukatsu

Akari: Pinkey

Okina: Horipu-, Gowada", Ichikawa

Shigen: Terarin.

Juroh: S. Reiko

Shikyoh: Shige

Washiruka: H. Taniguchi

Zantetsu: S. Sasada

Kagami: Ishii303#

Lee: Yuko


*Back Designers*

Juroh Stage, Washizuka Stage: Take Pyon

Lee Stage, Kagami Stage: Muramama

Yuki Stage, Shikyo Stage: Daisuke

Moriya Stage, Zantetsu Stage: Eiko

Kaede Stage, Akari Stage: Wadamo

Amano Stage, Shigen Stage: Hidena J

Okina Stage, Musashi Stage: Simiji


Voice Cast: Kouji Suizu, Jun Hashimoto, Hazuki, Nishikawa, Shigefumi Nakai, Mayuko Omimura, Tyson Ohya, Akio Ohtsuka, Monster Maetsuka, Enma Itoh, Franky Nakamura, Makoto Awane, Katsuyuki Konishi, Ryuzaburou Ohtomo

Sound: Yassun, Tate_Norio, Brother-Hige, Zoe, Okan

Tool Staff: K. Miyazaki, M. Hashimoto, O. Daimon, T. Kanehiro, K. Hamamoto

Adjuster: K. Asai, Game King, M-Panic!

Programmer: Yuritaro, Hiropon-MK2, Naoyan


*Demo Section*

Direction: Swery 100%

Graphics: Wadamo

Programming: Naoyan


$end

#-----------------------------

#Last Blade 2, The

$info=lastbld2,
$bio

The Last Blade 2 (c) 11/1998 SNK.

This game is known in Japan as Bakumatsu Roman - Dai Ni Maku Gekkano Kenshi.


- TIPS & TRICKS:


*Play as Kaede from Last Blade*
Highlight Kaede at the character selection screen, then press C(x9), B, C(x4).
A sound will confirm correct code entry. 


*Play as Kouryu*
Highlight Kaede and press C(x10), B(x5), and C(x5).


*Hagure Hitogata appearance*
Highlight Akari at the character selection screen, then press C(x8), B(x9), C(x5).
A sound will confirm correct code entry. 


*Naoe Kotetsu appearance*
Highlight Shigen at the character selection screen, then press C(x5), B(x10), C(x2).
A sound will confirm correct code entry. 


*Time Attack mode*
Insert a coin, hold A+B+C+D, and press Start.


*Unlock EX mode*
At the mode selection screen:
highlight Speed and press C(x6).
highlight Power and press B(x3).
highlight Speed and press C(x6).


- SERIES:


1. The Last Blade

2. The Last Blade 2


$end

#-----------------------------

#Last Day, The

$info=lastday,lastdaya,
$bio

The Last Day (c) 1990 Dooyong.


- STAFF:


Directed by: J. S. Hong

Main Software: J. H. Park, H. S. Ryou, D. C. Jeong

Hardware Design: C. D. Kim

PCB Artwork: S. W. Lee

Character Design:  M. R. Oh

Animation Design: M. S. Lee

Background Design: S. G. Kang, K. H. Choi, I. S. Yi, H. C. Sin

Music: I. G. Kang

Sound Effect: S. H. Lee

Music Software: Y. C. No


$end

#-----------------------------

#Last Duel - Inter Planet War 2012

$info=lastduel,lstduela,lstduelb,
$bio

Last Duel - Inter Planet War 2012 (c) 07/1988 Capcom.


- STAFF:


Character Design: Kuntakinte Ito, Hyper Kaz, Pradox Koichi

Music and Sound: Golden Tamayo

Program: Yumiko, Yuzoh

Planning: Moomin Hiroyuki

Director: Piston Takashi


$end

#-----------------------------

#Last Fortress

$info=lastfort,lastfero,
$bio

Last Fortress (c) 1994 Metro.


$end

#-----------------------------

#Last Mission

$info=lastmisn,lastmsno,lastmsnj,
$bio

Last Mission (c) 10/1986 Data East.


- STAFF:


Game Design: Akira Sakuma

Advice: Yuji Gonod


*Software*

System Design / Game Program: Akira Sakuma

Assistant Satoshi Imamura

Security CPU Control: Tsuyoshi Hitazawa


*Hard Ware*

Prototype Design: Kenji Nishikawa

Engineer: Tomotaka Osada, Kenichi Fujimoto


Character Design: Harumi Nomura, Atsushi Kushima, Shinji Noda, Kouji Akibayashi, Super, Tak

Music Composer: Yukihiko Kitahara, Michiya Hirasawa, A2usa Hara

Sound Program: Tatsuo Yamaguchi


$end

#-----------------------------

#Last Resort

$info=lresort,
$bio

Last Resort (c) 03/1992 SNK.


- STAFF:


Producer: Yasumi Tozono

Design: Yoshio Shimizo, Mitsuo Kodama, Tatsuya Shinkai, Toshimi Tanaka, Khozoh Nagashima, Hajime Itoh, Senaroh Hotta, Saori Etoh, Eri Koujitani

Sound: Toshio Shimizm, Tatenorio Yamate

Programmer: Takefumi -Syndicate- Yamamoto


$end

#-----------------------------

#Lazer Command

$info=lazercmd,
$bio

Lazer Command (c) 10/1976 Meadows Games.


$end

#-----------------------------

#League Bowling

$info=lbowling,
$bio

League Bowling (c) 12/1990 SNK.


$end

#-----------------------------

#Led Storm

$info=ledstorm,
$bio

Led Storm  (c) 02/1989 Capcom.

This game is also knwon as Mad Gear.


- STAFF:


Plan: P. Takashi, T. Sadamoto

Game design: T. Sadamoto

Program: N. Kaneko, Akikoro, Ken.Ken, Maekawa

Character design: K. Ashenden

Art: Puttun. midori, Inu, Innocent.Saicho

Sound: Ogeretsukun

Hard: Masayan


$end

#-----------------------------

#Legend of Hero Tonma

$info=loht,
$bio

Legend of Hero Tonma (c) 04/1989 Irem.


$end

#-----------------------------

#Legend of Kage, The

$info=lkage,lkageb,lkageb2,lkageb3,
$bio

The Legend of Kage (c) 1984 Taito.


$end

#-----------------------------

#Legend of Makai

$info=lomakai,
$bio

Legend of Makai (c) 10/1988 Jaleco.

This game is known in Japan as Makai Densetsu.


- TIPS & TRICKS:


The correct spell at the end of the game is 'GIXGARD'.


$end

#-----------------------------

#Legend of Silkroad, The

$info=silkroad,
$bio

The Legend of Silkroad (c) 1999 Unico.


- STAFF:


Game Planner: Jong-yong Na

Character Designer: Gi-seon Lee, Gi-hong Kim, Sung-oK Moon

Map Designer: Jong-yong Na

Effect Designer: Jong-yong Na, Woo-jin Park

Main Programmer: Eun-joong Koo

Assistant Programmer: Chul-Joong Kwack

Music Composer: Dae-yong Kweon

Hardware Designer: Jeong-ok Chun

Director: Eun-joong Koo


$end

#-----------------------------

#Legend of Success Joe

$info=legendos,
$bio

Legend of Success Joe (c) 07/1991 SNK.

This game is known in Japan as Ashita no Joe Densetsu.


- TRIVIA:


This game is based on the classic manga/anime series Ashita no Joe (literally: Tomorrow's Joe).
The manga ran from 1968 to 1973 in Shonen Magazine.


$end

#-----------------------------

#Legendary Wings

$info=lwings,lwings2,
$bio

Legendary Wings (c) 11/1986 Capcom.

This game is known in Japan as Ales no Tsubasa - The Legendary Soldiers.


- TIPS & TRICKS:


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

There are also five power-ups hidden in the cave.


This trick works at the end of the underground levels: the one at the middle of the level (in the open mouth) and at the final-level boss.

Usually when you play you go forward 'till the pavement drops down and start the fight with the boss to open the gate.
But if you stop walking when you can see a little bit of the boss on the right margin of the screen (before the floor drops down), and you come back, walk down the stairs in the middle floor and shoot in the left direction you kill the boss and pass the level.

At the final-level boss the trick works only :

1. if the shot you own is the biggest one (and when you walk down the stairs you can shoot at the left or the right side, and the bullet will pass through the wall).

2. if the shot is the three-directions one.
Shoot in the right direction, and if one of the three bullets passes through the wall and hits the boss (in this case it takes some shots to kill him).


$end

#-----------------------------

#Lemmings

$info=lemmings,
$bio

Lemmings (c) 1991 Data East.


$end

#-----------------------------

#Leprechaun

$info=leprechn,
$bio

Leprechaun (c) 1982 Tong Electronic.

This game is also known as Pot of Gold.


$end

#-----------------------------

#Lethal Crash Race

$info=crshrace,crshrac2,
$bio

Lethal Crash Race (c) 1993 Video System.


$end

#-----------------------------

#Lethal Thunder

$info=lethalth,
$bio

Lethal Thunder (c) 1991 Irem.

This game is known in Japan as Thunder Blaster.


$end

#-----------------------------

#Levers

$info=levers,
$bio

Levers (c) 06/1983 Rock-ola.


$end

#-----------------------------

#Libble Rabble

$info=liblrabl,
$bio

Libble Rabble (c) 12/1983 Namco.


$end

#-----------------------------

#Liberator

$info=liberatr,
$bio

Liberator (c) 11/1982 Atari.


- STAFF:


Designed and programmed by Dennis Harper.


- TRIVIA:


Liberator features the character Commander Martin Champion of the Atari Force mini-comic books.
This limited series was made by DC Comics for Atari and was packaged with certain science-fiction themed games for the Atari 2600 console, including Star Raiders and Defender.
The mini-comics spinned off into a full size Atari Force comic series, and the Star Raiders graphic novel.


$end

#-----------------------------

#Lifeforce

$info=lifefrce,lifefrcj,
$bio

Lifeforce (c) 10/1986 Konami.

This game is known as Salamander in Japan, but it was re-released one year later in Japan as Lifeforce. (06/1987)


- UPDATES:


Salamander, the original japanese release, was originally a spin-off of "Gradius", but with a simplified power-up system and overhead stages.
Lifeforce, the US release, is just like the Japanese original only with slighty different color palletes.
Lifeforce, the Japanese re-release, has more organic looking graphics and adopts the "Gradius" power-up system.


- STAFF:


Game programmer: Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa

Video graphics: Jun Sakurai, Miki Yoshikata, Ikuko Bando

Sound editor: Yoshiaki Hatano, Miki Higashino

Engineer: Yasushi Furukawa


$end

#-----------------------------

#Lightbringer

$info=lightbr,
$bio

Lightbringer (c) 02/1994 Taito.

This game is known outside Japan as Dungeon Magic.


- STAFF:


Project Leader: Keppel Maekawa
 
Game Design: Keppel Maekawa, Turtle Mizukami, Mucha
 
Software: Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa
 
Character Design: Kawamoyan
 
Character Bit Works: Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Fire Fukusaki, Mochi Mochi Natsuko, Shigeki Yamamoto
 
All Music and S.E.: Nakayama Jyotohei -Zuntata-
 
Music S.E. Director: Hisayoshi Ogura -Zuntata-
 
Instructions: N. Hashizume
 
Image Illustration: Kouichirou Yonemura
 
Hardware Works: Hironobu Suzuki, Katumi Kaneoka


$end

#-----------------------------

#Lightning Fighters

$info=lgtnfght,
$bio

Lightning Fighters (c) 05/1990 Konami.

This game is known in Japan as Trigon.


- STAFF:


Programmer: H. Tsujimoto, H. Okazaki, T. Kitae

Graphics: K. Kakuwa, Y. Noguchi, M. Inafuku

Sound editor: K. Matsubara, K. Yamane

Engineer: M. Idaka, H. Matsuura

Tittle design: M. Yoshihashi, H. Matsuda


$end

#-----------------------------

#Liquid Kids

$info=liquidk,liquidku,
$bio

Liquid Kids (c) 09/1990 Taito.

This game is known in Japan as Mizubaku Daibouken Adventure.


$end

#-----------------------------

#Lizard Wizard

$info=lizwiz,
$bio

Lizard Wizard (c) 11/1985 TechStar.

Licensed to Sunn.


$end

#-----------------------------

#Lock'n'Chase

$info=lnc,
$bio

Lock'n'Chase (c) 04/1981 Data East.


$end

#-----------------------------

#Loco-Motion

$info=locomotn,
$bio

Loco-Motion (c) 03/1982 Konami.

Licensed to Centuri for US manufacture and distribution. (04/1982)

This game is also known as Guttang Gottong.


$end

#-----------------------------

#Lode Runner

$info=ldrun,ldruna,
$bio

Lode Runner (c) 07/1984 


- TRIVIA:


Originally released by Broderbund Software for the Apple II computer.


- SERIES:


1. Lode Runner

2. Lode Runner - The Bungeling Strikes Back

3. Lode Runner - Majin No Fukkatsu

4. Lode Runner - Teikoku Karano Dasshutsu

5. Lode Runner - The Dig Fight


$end

#-----------------------------

#Lode Runner - The Dig Fight

$info=loderndf,
$bio

Lode Runner - The Dig Fight (c) 2000 Psikyo.


- SERIES:


1. Lode Runner

2. Lode Runner - The Bungeling Strikes Back

3. Lode Runner - Majin No Fukkatsu

4. Lode Runner - Teikoku Karano Dasshutsu

5. Lode Runner - The Dig Fight


$end

#-----------------------------

#Lode Runner - The Bungeling Strikes Back

$info=ldrun2,
$bio

Lode Runner - The Bungeling Strikes Back (c) 02/1985 Broderbund.

Licensed to Irem.


- SERIES:


1. Lode Runner

2. Lode Runner - The Bungeling Strikes Back

3. Lode Runner - Majin No Fukkatsu

4. Lode Runner - Teikoku Karano Dasshutsu

5. Lode Runner - The Dig Fight


$end

#-----------------------------

#Lode Runner - Majin No Fukkatsu

$info=ldrun3,
$bio

Lode Runner - Majin No Fukkatsu (c) 11/1985 Broderbund.

Licensed to Irem.


- SERIES:


1. Lode Runner

2. Lode Runner - The Bungeling Strikes Back

3. Lode Runner - Majin No Fukkatsu

4. Lode Runner - Teikoku Karano Dasshutsu

5. Lode Runner - The Dig Fight


$end

#-----------------------------

#Lode Runner - Teikoku Karano Dasshutsu

$info=ldrun4,
$bio

Lode Runner - Teikoku Karano Dasshutsu (c) 11/1986 Broderbund.

Licensed to Irem.


- SERIES:


1. Lode Runner

2. Lode Runner - The Bungeling Strikes Back

3. Lode Runner - Majin No Fukkatsu

4. Lode Runner - Teikoku Karano Dasshutsu

5. Lode Runner - The Dig Fight


$end

#-----------------------------

#Logger

$info=logger,
$bio

Logger (c) 1982 Century Electronics.


$end

#-----------------------------

#Logic Pro

$info=logicpro,
$bio

Logic Pro (c) 10/1996 Deniam.


- SERIES:


1. Logic Pro

2. Logic Pro 2


- STAFF:


Programmer: Jun-Young Kim, Kwanny

Graphic Designer: Sang-Won Lee, Bong-Gun Shin

H/W Manager: Min-Hong Park

Musician: Coo-Hee Kwon

Radio Performer: Jin-Phil Kim, Hyun-Jung Um, Min-Sung Kim

Planner: Jun-Young Kim

Director: Sang-Chul Lee


$end

#-----------------------------

#Logic Pro 2

$info=logicpr2,
$bio

Logic Pro 2 (c) 06/1997 Deniam.


- SERIES:


1. Logic Pro

2. Logic Pro 2


- STAFF:


Executive Producer: Jungyul Kim

Game Design: Bonggun Shin

Lead Programming: Kwanhee Seo

Senior Programming: Kwanny, KhanW, Sopepos

Tool Programming: Kwanny, Hermit, Sopepos

Sound Programming: Kwanny

Art Director / Illustrations: Bonggun Shin

Graphic Design: Bonggun Shin, Haejin Kim, Sangwon Lee

3D Graphic Artwork: Haejin Kim

C. G Advisor: Seunghoon Park, Deesis

Music: Baeheon Kim

Sound Design: Baeheon Kim, Kwanhee Seo

Voice: Sevngho Cha, Hyunjung Jang, Piljin Kim, Keiko Ishizaka

Voice Editing: Baeheon Kim

Game Quality Supervisor: Junyoung Kim

Puzzle Makers: Sangwon Lee, Haejin Kim, Donghun Park, Gioh Hong

H/W PCB Design: Myungsoo Ryu

H/W Design Supervisors: Sangcheul Lee, Junyoung Kim

H/W Part: Bumsuk Kim, Jincheul Kim, Changwan Park, Hyoungkyu Choi, Heeyoung Kwak

Management: Songcheul Lee


$end

#-----------------------------

#Looper

$info=looper,
$bio

Looper (c) 1982 Orca.

This game is also known as Changes.


$end

#-----------------------------

#Looping

$info=looping,loopinga,
$bio

Looping (c) 04/1982 Venture Line.


$end

#-----------------------------

#Lord Of King, The

$info=lordofk,
$bio

The Lord Of King (c) 11/1989 Jaleco.

This game is known in US as The Astyanax.


- STAFF:


Produce & Director: Tokuhiro Takemori

Game Designer: Tokuhiro Takemori, Nenko

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

Programed by: Satoru K.

Music Compose: Kiyoshi Yokoyama


$end

#-----------------------------

#Lost Tomb

$info=losttomb,losttmbh,
$bio

Lost Tomb (c) 01/1982 Stern.


- STAFF:


Designed and programmed by Dan Lee.


$end

#-----------------------------

#Lost Worlds

$info=lostwrld,
$bio

Lost Worlds (c) 07/1988 Capcom.

This game is known outside Japan as Forgotten Worlds.


- STAFF:


Game designer: Akiman, Nin Nin, Poo, Mr. Kihaji

Softprogrammer: Youchi, Noriko, Takako, Nouchi

Object designer: Kurichan, Takata, Shinsyudon, Sintan, Emetaro

Scroll designer: Mikichan, Hanachan, Kuramoyan, Nouochan, Black man

Sound: Tamasan, Yukichan, No papa

Hardware: Kuchino

Mechatronics: Kamimori


$end

#-----------------------------

#Lot Lot

$info=lotlot,
$bio

Lot Lot (c) 09/1985 Tokuma Shoten.

Licensed to Irem.


$end

#-----------------------------

#Lotto Fun

$info=lottofun,
$bio

Lotto Fun (c) H.A.R. Management.


- STAFF:


Graphics by Jeff Lee.


$end

#-----------------------------

#Lovely Pop Mahjong Jan Jan Shimasyo

$info=janjans1,
$bio

Lovely Pop Mahjong Jan Jan Shimasyo (c) 1996 Visco.


$end

#-----------------------------

#Lunar Battle

$info=lunarbat,
$bio

Lunar Battle (c) 1982 Atari.

This game is a prototype version of Gravitar.


- UPDATES:


Gameplay is much harder and some graphics are a bit different than Gravitar.


$end

#-----------------------------

#Lunar Lander

$info=llander,llander1,
$bio

Lunar Lander (c) 08/1979 Atari.


- TRIVIA:


Lunar Lander was inspired by Moonlander, which was written by Jack Burness in 1973 as a demo for the DEC GT40 vector graphics terminal (based on a PDP-11/05 CPU).
This game used a light pen to control thrust and rotation.
If you landed at exactly the right spot, a McDonalds appeared.
The astronaut would come out, walk over to the McDonalds and order a Big Mac to go, walk back, and take off again.
If you crashed ON the McDonalds, it would print out "You clod! You've destroyed the only McDonald's on the Moon!"

Atari's first vector game.

After a short run of Lunar Lander machines were manufactured, production was shifted over to Asteroids, and the first few hundred Asteroids machines were housed in Lunar Lander cabinets.
Atari donated a gold edition version of the coin-operated video game to the Discovery Center of Science & Technology in Syracuse, New York.


- STAFF:


Designed by Jack Burness.

Programmed by Rich Moore for Atari.


$end

#-----------------------------

#Lunar Rescue

$info=lrescue,
$bio

Lunar Rescue (c) 02/1980 Taito.

This game is also known as Galaxy Rescue.

A bootleg of this game is known as Destination Earth.


$end

#-----------------------------

#Lupin III

$info=lupin3,
$bio

Lupin III (c) 04/1980 Taito.


$end

#-----------------------------

#M-4

$info=m4,
$bio

M-4 (c) 11/1977 Midway.


$end

#-----------------------------

#M.A.C.H. 3

$info=mach3,
$bio

M.A.C.H. 3 (c) 09/1983 Mylstar.


- STAFF:


Designed and programmed by Chris Brewer, Fred Darmstadt and Dave Pfeiffer.

Graphics by Jeff Lee.


$end

#-----------------------------

#M79 Ambush

$info=m79amb,
$bio

M79 Ambush (c) 07/1977 Ramtek.


$end

#-----------------------------

#Macho Mouse

$info=machomou,
$bio

Macho Mouse (c) 1982 Techstar.


$end

#-----------------------------

#Macross

$info=macross,
$bio

Macross (c) 1992 Banpresto.


- SERIES:


1. Macross

2. Macross II

3. Macross Plus


- STAFF:


Graphic: Ikezu Kenzi, Wisaku, NA, Kate Seki, Nao, Mingmei

Software: Ore Dayo, Tommysan

Sound: Hide-Kaz, Papa, Taro

Hardware: Yuki, Drunker, Tuna Banan

Producer: Toshifumi Kawashima

Planner: Masahiko Takahashi


$end

#-----------------------------

#Macross II

$info=macross2,
$bio

Macross II (c) 09/1993 Banpresto.


- SERIES:


1. Macross

2. Macross II

3. Macross Plus


- STAFF:


Software: Ore~, Tommy

Sound: Hide-Kaz, Abraham, Taro, Mr. Takami

Graphic: Gaku, Mingmei, Midori, Kate<3Seki, Zangi Eisaku, Ikezu Kenzi

Planner: Mor, Mug

Superviser: Yukichan

Producer: Toshifumi, Kawashima


$end

#-----------------------------

#Macross Plus

$info=macrossp,
$bio

Macross Plus (c) 1996 Banpresto.


- SERIES:


1. Macross

2. Macross II

3. Macross Plus


- STAFF:

Producer: Toshifumi Kawashima

Director: T. Komazawa

Programmer: Kazuaki Yamaryo

Chf. Designer: Noboru Inamoto

CG Designers: Hiroshi Fukazawa, Naomi Hasegawa, Masakazu Togami

3D Designers: Koji Takada, Koji Yokoe

Music: Kenichi Suzuki

Game Design: Moss.


$end

#-----------------------------

#Mad Crasher

$info=madcrash,
$bio

Mad Crasher (c) 12/1984 SNK.


$end

#-----------------------------

#Mad Gear

$info=madgear,madgearj,
$bio

Mad Gear (c) 02/1989 Capcom.

This game is also known in US as Led Storm.


- STAFF:


Plan: P. Takashi, T. Sadamoto

Game design: T. Sadamoto

Program: N. Kaneko, Akikoro, Ken.Ken, Maekawa

Character design: K. Ashenden

Art: Puttun. midori, Inu, Innocent.Saicho

Sound: Ogeretsukun

Hard: Masayan


$end

#-----------------------------

#Mad Motor

$info=madmotor,
$bio

Mad Motor (c) 1989 Mitchell.


$end

#-----------------------------

#Mad Planets

$info=mplanets,
$bio

Mad Planets (c) 02/1983 Gottlieb.


- STAFF:


Designed and programmed by Kan Yabumoto.

Graphics by Jeff Lee.

Audio by David Thiel.

Hardware by Jun Yum.


$end

#-----------------------------

#Mag Max

$info=magmax,
$bio

Mag Max (c) 07/1985 Nichibutsu.


$end

#-----------------------------

#Magic Brush

$info=mbrush,
$bio

Magic Brush (c) 1981 Olympia.

This game is a bootleg of Crush Roller.


$end

#-----------------------------

#Magic Bubble

$info=magicbub,
$bio

Magic Bubble (c) Yun Sung.


$end

#-----------------------------

#Magic Sword - Heroic Fantasy

$info=msword,mswordu,mswordj,
$bio

Magic Sword - Heroic Fantasy (c) 07/1990 Capcom.


- TIPS & TRICKS:


There are three stages I feel one needs to take to finish the game on one quarter:

1) FOOD:
The duration of your game depends on your vitality and your vitality depends on how much food you can get.
There are several tricks to accomplish this.

*Magic Scroll*
Definitely the most important item in the game you could have.
Unfortunately you can have it for only 2 levels per find.
As stated before it allows better probability of food being dropped from monsters.
The scroll is hard to find at the low levels(1-20+) so you have to depend on surviving for a while.
The absolute BEST time in the game to have the scroll is level 33.
The level with the swarms of Jellyfish.
With average luck and prayers you can get 2 or 3 lobsters, and about 4 or 5 smaller food values like mushrooms and tomatoes.
The tough part is acquiring this very lifesaver (Scroll).
The only way, besides hoping the ninja on that level has one (100-1), is to acquire one from the previous level, #32.
To do this you have to hope and PRAY one of the Samurai gives you one when you kill them.
This will not always work.
There is however, an alternative way of getting a scroll.
It is on level 32 of the ALTERNATIVE path that one can be GUARANTEED a magic scroll.
The hard part then is keeping it to when you need it for the jellyfish.
All those stupid skeletons dropping crystal balls can be a pain.

*Alternative paths*
Take those RED levels!!!
Sure they're harder, but oh, that food at the later levels as well as the points are REALLY nice down the stretch.

*Earlier Levels*
Master those levels!
Find every nook and cranny where food can be found.
Don't get hit!
Build your vitality!


2) COMPANION CHOICE:
Here is a list of the 8 different companions to choose from that are probably most valuable for survival.

*Lizard Man*
Best in the game by far.
His shot speed along with power makes him ESSENTIAL for certain boss monsters.

*Thief*
His bombs are great but knowing where those randomly placed trapped chests are is a definite boon.
Build him from the VERY start.

*Knight*
Supposedly the best in the game.
His shot speed is lacking and the opportunity to increase his levels is awkward and not well placed except at level 48 when he is guaranteed level 8.

*The others*
Not worth taking EVER unless you want variety or a challenge.
Try winning with the priest from ground zero.
It's a bitch!


3) POINT MAXIMIZATION:
Only through learning the previous 2 steps can this one ever be contemplated.
Whenever you find a necklace, grab it!
Milk the 2 levels you have it of
ALL its points!
Through the use of this, and learning where all the Blue Gems (flames) are you can get scores over 5,000,000.
If you include the Diamond, 6 Million.


MIND-BLOWING SCORES FROM HELL: Level 47.
That's all there is to it.
As long as you have a good amount of vitality (3+) you can grab the necklace and WREAK HAVOC on points.
The biggest thing to note is that a necklace is available on this level.
Grab it and go back to the platform at the beginning of the level and wait for those weird things with the floating skulls around them to appear.
Give a blast of Magic (hit both buttons).
All the skulls turn into 8000 pt coins (16000 if you have the necklace).
Repeat until time is running out or you are almost dead.
The level has SOOOO much food you can still easily finish the game.


An extra 1,000,000 points is available on blue level 30:
there is a wizard there who levitates rocks.
Jump and sword him once, and then when he causes the rocks, to appear use magic (both buttons) to turn the rocks into 8K gold pieces.
You can do this until time runs out.


On level 47, pick up the double-point necklace, then use magic to destroy the wizard that keeps appearing (but wait till the instant the skulls around him materialize).
They'll all turn into 8K GP's, doubled by your necklace.
If you don't get hit by any of the dogs or red ghosts you can break even on this, since a food fairy appears just about every time you repeat this twice.


On level 49, bring the enemy as far to the left in the level as it's possible to go.
Then kill him. While you're immune (for about 5 seconds after it dies), jump into the spikes to your left and open the far left chest.
There's a jewel inside, worth 1 million pts.


The best way to get it is to kill the chimera (nasty dragon thingy) on the left side of the level and walk safely through the spikes while the screen vibrates.


- STAFF:


Game Design: Y. Obnishi, T. Sadamoto, Y. Okamoto

Character Design: Kurisan, E. Nishihara, K. Kitayama, T. Saramoto

Art: Y. Fukumoto, M. Kawamura, Y. Maruyama

Title Design: S. Yamashita

Sound: M. Gotoh

English Story: S. Maxwell

Program: Y. Egawa, Y. Tsunazaki, S. Okada, Y. Oronishi


$end

#-----------------------------

#Magic Worm

$info=magworm,
$bio

Magic Worm (c) 1981 Sidam.

This game is a bootleg of Centipede.


$end

#----------------------------

#Magical Crystals

$info=mgcrystl,mgcrystj,
$bio

Magical Crystals (c) 1991 Kaneko.

Licensed to Atlus.


- STAFF:


Program: S. "Toy" Igarashi, Y. "Borg" Shiono, M. Satoh, Y. Sakakura

Graphics: K. Matsuoka, T. Takei, H. Kumagai, H. Yoshida

Graphics Support: H. Narushima, H. Watanabe, Y. Kubo, S. Hozumi, A. Funatsu

Music/Sound Effects: T. Watanabe, H. Higashi, Y. Abe, - K.I.S.S. -

Hardware: H. Morinaga

Management: N. Tanaka

Produce: H. Kaneko


$end

#----------------------------

#Magical Drop II

$info=magdrop2,
$bio

Magical Drop II (c) 03/1996 Data East.


- TIPS & TRICKS:


*Bonus characters*
Enter the character selection screen.
Highlight the following characters and press Down (in order):
The Fool, Magician, High Priestess, Chariot, Justice, Sorceress, and World.
Devil, Strength, and Empress may now be selectable.


- SERIES:


1. Magical Drop

2. Magical Drop Plus!

2. Magical Drop II

3. Magical Drop III


- STAFF:


Supervisor: I. Horita, N. Susa

Planning: S. Katagiri

Program: Tac. H, 3.2.1

Graphic Design: S. Takeuchi, Asamin, R. Sakurai, M. Sato, H. Hachiya

Sound: Koremasa, Maro, Shogo (Gama Delic)

Character Voice: E. Tanaka (The Fool, The Devie), M. Sunada (The Star), Nobuyuki Hiyama (The Chariot), Isshin Chiba (The Magician), Eriko (The High Priestess, The World), Ring Ring (The Justice), Gorira (The Strength), R. Sakurai (The Empress), K. Oka (The Black Clawn)

Foreign Voice: Steve Miller (English), C. Amalia (Spanish), B. Maurizio (Italian), K. Hyonsub & Maki (Korean)


$end

#----------------------------

#Magical Drop III

$info=magdrop3,
$bio

Magical Drop III (c) 02/1997 Data East.


- TIPS & TRICKS:


*Bonus Characters*
At the character select screen press the C button 3 times... thats it!
The 4 new characters should be above all the rest of the characters.


- SERIES:


1. Magical Drop

2. Magical Drop Plus!

2. Magical Drop II

3. Magical Drop III


- STAFF:


Producer: N. Susa

Planner: S. Katagiri

Programmer: Tac. H, Poconyan, M. Saiki

Graphic Designer: S. Takeuchi, H. Hachiya, R. Sakurai, N. Ishizuka, S. Nishiwaki, Okakumi, I. Seta, T. Arakawa, H. Hashimoto, Y. Kaihou

Sound Designer: Koremasa, Maro (Gamadelic), NmRtk (Gamadelic), Sin

Voice Actor: Yuichi Nagashima, Fumihiko Tachiki, Takehito Koyasu, Haruna Ikezawa, Tsumugi Osawa, Miina Tominaga, E. Tanaka, M. Sunada, Eriko, Ring-Ring, Gorilla, Zaku, Okakumi

Cast Coordinate: Radon'86 (Junko Araki)

Recording Studio: Japan Vistec (Osamu Iwata)

Publish: K. Oshima, T. Ebi, H. Miyashita

English Translator: Mikio Brooks, Monika Hudgins, Siobhan Fallon, Ron Aughenbaugh

Debug: K. Kusanagi, H. Ohtsubo

Special Adviser: A. Wakabayashi (Nal), A. Shibazaki<3


$end

#-----------------------------

#Magical Spot II

$info=magspot2,
$bio

Magical Spot II (c) 07/1980 Universal.


$end

#-----------------------------

#Magician Lord

$info=maglord,maglordh,
$bio

Magician Lord (c) 04/1990 Alpha Denshi.


$end

#-----------------------------

#Magix

$info=magix,
$bio

Magix (c) 1995 Yun Sung.


$end

#-----------------------------

#Mahjong

$info=ttmahjng,
$bio

Mahjong (c) 1981 Taito.


$end

#-----------------------------

#Mahjong Bakuhatsu Junjouden

$info=bakuhatu,
$bio

Mahjong Bakuhatsu Junjouden (c) 10/1991 Nishibutsu.

This game is also known as Mahjong Gottsu ee-kanji.


- STAFF:


Planner: Hiroshi Ikegami

Programmer: Moriaki Hochigai

Designer: Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee

Composer: Nyorita Oga


$end

#-----------------------------

#Mahjong Banana Dream

$info=bananadr,
$bio

Mahjong Banana Dream (c) 07/1989 Digital Soft.


$end

#-----------------------------

#Mahjong Camera Kozou

$info=mjcamera,
$bio

Mahjong Camera Kozou (c) 1988 Miki Syouji.


$end

#-----------------------------

#Mahjong Chinmoku no Hentai

$info=chinmoku,
$bio

Mahjong Chinmoku no Hentai (c) 11/1990 Nichibutsu.


$end

#-----------------------------

#Mahjong Circuit no Mehyou

$info=cmehyou,
$bio

Mahjong Circuit no Mehyou (c) 03/1992 Nichibutsu / Kawakusu.


$end

#-----------------------------

#Mahjong Club 90's

$info=club90s,club90sa,
$bio

Mahjong Club 90's (c) 10/1990 Nichibutsu.


$end

#-----------------------------

#Mahjong Daiyogen

$info=daiyogen,
$bio

Mahjong Daiyogen (c) 1990 Video System.


$end

#-----------------------------

#Mahjong Doukyuusei

$info=dokyusei,
$bio

Mahjong Doukyuusei (c) 1995 Make Software.


- SERIES:


1. Mahjong Doukyuusei

2. Mahjong Doukyuusei Special


$end

#-----------------------------

#Mahjong Doukyuusei Special

$info=dokyusp,
$bio

Mahjong Doukyuusei Special (c) 1995 Make Software.


- SERIES:


1. Mahjong Doukyuusei

2. Mahjong Doukyuusei Special


$end

#-----------------------------

#Mahjong Erotica Golf

$info=mjegolf,
$bio

Mahjong Erotica Golf (c) 02/1994 Fujic / AV Japan.


$end

#-----------------------------

#Mahjong Final Bunny

$info=finalbny,
$bio

Mahjong Final Bunny (c) 1991 Nichibutsu.

This game is also known as Mahjong Vanilla Syndrome.


- STAFF:


Planner: Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer)

Graphic Designer: Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso

Special Designer: Katsuhiko Nishijima


$end

#-----------------------------

#Mahjong Focus

$info=mjfocus,mjfocusm,
$bio

Mahjong Focus (c) 1989 Nichibutsu.

This game is also known as Nozokimeguri Mahjong Peep Show.


$end

#-----------------------------

#Mahjong Fun Club

$info=mfunclub,
$bio

Mahjong Fun Club - Idol Saizensen (c) 1989 Video System.


$end

#-----------------------------

#Mahjong G-Men'89

$info=mgmen89,
$bio

Mahjong G-Men'89 (c) 05/1989 Nichibutsu.


$end

#-----------------------------

#Mahjong Gakuen

$info=mgakuen,
$bio

Mahjong Gakuen (c) 1988 Yuga.


- SERIES:


1. Mahjong Gakuen

2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu


$end

#-----------------------------

#Mahjong Gakuen 2 - Gakuen-chou no Fukushuu

$info=mgakuen2,
$bio

Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (c) 1989 Face.


- SERIES:


1. Mahjong Gakuen

2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu


- STAFF:


Designer: Bun Chan, Pon Chan, Saku Kun, Innocnet Saicho, Shigaraki, Ma ?

Programmer: Ouchan, Imawano, Mr.

Sound & Music: Tama San, Yuuki, Chan S, Papa

Hardware: Kuboyan, Tanaka, FUkushima

Game Designer: Kin Chan


$end

#-----------------------------

#Mahjong Gakuensai

$info=gakusai,
$bio

Mahjong Gakuensai (c) 1997 Make Software.


- SERIES:


1. Mahjong Gakuensai

2. Mahjong Gakuensai 2


- STAFF:


Kamizoh, Osamu, Kim7, Oni.Taiji, A.C-Len, Ek.Jerry, Maz, Fumika


$end

#-----------------------------

#Mahjong Gakuensai 2

$info=gakusai2,
$bio

Mahjong Gakuensai 2 (c) 1998 Make Software.


- SERIES:


1. Mahjong Gakuensai

2. Mahjong Gakuensai 2


$end

#-----------------------------

#Mahjong Gal 10-renpatsu

$info=gal10ren,
$bio

Mahjong Gal 10-renpatsu (c) 09/1993 FUJIC.


$end

#-----------------------------

#Mahjong Gal no Kaika

$info=galkaika,
$bio

Mahjong Gal no Kaika (c) 08/1989 Nichibutsu.


$end

#-----------------------------

#Mahjong Gal no Kokuhaku

$info=galkoku,
$bio

Mahjong Gal no Kokuhaku (c) 06/1989 Nichibutsu.

This game is also known as Mahjong Hyouban Musume.


$end

#-----------------------------

#Mahjong Gottsu ee-kanji

$info=mjgottsu,
$bio

Mahjong Gottsu ee-kanji (c) 11/1991 Nichibutsu.

This game is also known as Mahjong Bakuhatsu Junjouden.


- STAFF:


Planner: Hiroshi Ikegami

Programmer: Moriaki Hochigai

Designer: Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee

Composer: Nyorita Oga


$end

#-----------------------------

#Mahjong Hana no Momoko gumi

$info=hanamomo,
$bio

Mahjong Hana no Momoko gumi (c) 12/1988 Nichibutsu.


$end

#-----------------------------

#Mahjong Hyouban Musume

$info=hyouban,
$bio

Mahjong Hyouban Musume (c) 1989 Nichibutsu / T.R.TEC.

This game is known as Mahjong Gal no Kokuhaku.


$end

#-----------------------------

#Mahjong Hyper Reaction

$info=hypreact,
$bio

Mahjong Hyper Reaction (c) 1995 Sammy.


- SERIES:


1. Mahjong Hyper Reaction

2. Mahjong Hyper Reaction 2


$end

#-----------------------------

#Mahjong Hyper Reaction 2

$info=hypreac2,
$bio

Mahjong Hyper Reaction 2 (c) 1997 Sammy.


- SERIES:


1. Mahjong Hyper Reaction

2. Mahjong Hyper Reaction 2


$end

#-----------------------------

#Mahjong Jikken Love Story

$info=mjlstory,
$bio

Mahjong Jikken Love Story (c) 03/1991 Nichibutsu.


$end

#-----------------------------

#Mahjong Kaguyahime

$info=kaguya,
$bio

Mahjong Kaguyahime (c) 1988 MIKI SYOUJI.


$end

#-----------------------------

#Mahjong keibaou

$info=mkeibaou,
$bio

Mahjong keibaou (c) 05/1993 Nichibutsu.


$end

#-----------------------------

#Mahjong Koi no Magic

$info=koinomp,
$bio

Mahjong Koi no Magic (c) 10/1992 Nichibutsu.


$end

#-----------------------------

#Mahjong Koi Uranai

$info=mjkoiura,
$bio

Mahjong Koi Uranai (c) 03/1992 Nichibutsu.


$end

#-----------------------------

#Mahjong Kyoretsuden

$info=mahretsu,
$bio

Mahjong Kyoretsuden (c) 04/1990 SNK.


$end

#-----------------------------

#Mahjong La Man

$info=mjlaman,
$bio

Mahjong La Man (c) 1993 Nichibutsu / AV Japan.


$end

#-----------------------------

#Mahjong Nanpa Story

$info=mjnanpas,mjnanpaa,
$bio

Mahjong Nanpa Story (c) 07/1989 BROOKS.


$end

#-----------------------------

#Mahjong Natsu Monogatari

$info=mjnatsu,
$bio

Mahjong Natsu Monogatari (c) 1989 Video System.


- STAFF:


Plan: Junichi Niwa, Takayuki Uesugi

Graphics: Mari Fukai, Syouko Ishimoto, Yoshihiro Funada, Hikari Hino, Wataru Yamazaki

Program: Croup Shisendo

Sound: Kenji Okuda, Naoki Itamura, Tetuya Oguri


$end

#-----------------------------

#Mahjong Nerae! Top Star

$info=ntopstar,
$bio

Mahjong Nerae! Top Star (c) 03/1990 Nichibutsu.


$end

#-----------------------------

#Mahjong Pachinko Monogatari

$info=patimono,
$bio

Mahjong Pachinko Monogatari (c) 08/1992 Nichibutsu.


$end

#-----------------------------

#Mahjong Panic Stadium

$info=pstadium,
$bio

Mahjong Panic Stadium (c) 06/1990 Nichibutsu.


$end

#-----------------------------

#Mahjong Pon Chin Kan

$info=ponchin,ponchina,
$bio

Mahjong Pon Chin Kan (c) 1991 Visco.


$end

#-----------------------------

#Mahjong Quest

$info=mjnquest,mjnquesb,
$bio

Mahjong Quest (c) 05/1991 Taito.


$end

#-----------------------------

#Mahjong Ren-ai Club

$info=renaiclb,
$bio

Mahjong Ren-ai Club (c) 1993 FUJIC.


$end

#-----------------------------

#Mahjong Sailor Wars

$info=sailorws,sailorwr,
$bio

Mahjong Sailor Wars (c) 04/1993 Nichibutsu.


$end

#-----------------------------

#Mahjong Satsujin Jiken

$info=msjiken,
$bio

Mahjong Satsujin Jiken (c) 08/1988 Nichibutsu.


$end

#-----------------------------

#Mahjong Scout Man

$info=mscoutm,
$bio

Mahjong Scout Man (c) 03/1994 SPHINX / AV Japan.


$end

#-----------------------------

#Mahjong Sikaku

$info=mjsikaku,mjsikakb,
$bio

Mahjong Sikaku (c) 08/1988 Nichibutsu.


$end

#-----------------------------

#Mahjong Sisters

$info=mjsister,
$bio

Mahjong Sisters (c) 1986 Toaplan.


$end

#-----------------------------

#Mahjong The Lady Hunter

$info=mladyhtr,
$bio

Mahjong The Lady Hunter (c) 05/1990 Nichibutsu.


$end

#-----------------------------

#Mahjong Triple Wars

$info=triplew1,
$bio

Mahjong Triple Wars (c) 01/1990 Nichibutsu.


- SERIES:


1. Mahjong Triple Wars

2. Mahjong Triple Wars 2


$end

#-----------------------------

#Mahjong Triple Wars 2

$info=triplew2,
$bio

Mahjong Triple Wars 2 (c) 08/1990 Nichibutsu.


- SERIES:


1. Mahjong Triple Wars

2. Mahjong Triple Wars 2


$end

#-----------------------------

#Mahjong Uchuu yori Ai wo komete

$info=uchuuai,
$bio

Mahjong Uchuu yori Ai wo komete (c) 1989 Nichibutsu.


$end

#-----------------------------

#Mahjong Uranai Densetsu

$info=mjuraden,
$bio

Mahjong Uranai Densetsu (c) 1992 Nichibutsu.


$end

#-----------------------------

#Mahjong Vanilla Syndrome

$info=vanilla,
$bio

Mahjong Vanilla Syndrome (c) 01/1991 Nichibutsu.

This game is also known as Mahjong Final Bunny.


- STAFF:


Planner: Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer)

Graphic Designer: Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso

Special Designer: Katsuhiko Nishijima


$end

#-----------------------------

#Mahjong Yuugi

$info=mjyuugi,mjyuugia,
$bio

Mahjong Yuugi (c) 1990 Visco.


$end

#-----------------------------

#Mahou Daisakusen

$info=mahoudai,
$bio

Mahou Daisakusen (c) 05/1993 Raizing.

Licensed to Able for Japan manufacture and distribution.


- TRIVIA:


This game is the first game created by Raizing.


- SERIES:


1. Mahou Daisakusen

2. Shippu Mahou Daisakusen - Kingdom-Grandprix

3. Great Mahou Daisakusen


$end

#-----------------------------

#Maikobana

$info=maiko,
$bio

Maikobana (c) 10/1990 Nichibutsu.


$end

#-----------------------------

#Main Event, The

$info=mainevt,mainevt2,
$bio

The Main Event (c) 07/1988 Konami.

This game is known in Japan as Ring no Ohja.


$end

#-----------------------------

#Main Stadium

$info=mstadium,
$bio

Main Stadium (c) 06/1989 Konami.

This game is known outside Japan as Bottom of the Ninth.


$end

#-----------------------------

#Majestic Twelve - The Space Invaders PartIV

$info=majest12,
$bio

Majestic Twelve - The Space Invaders PartIV (c) 10/1990 Taito.

This game is known outside Japan as Super Space Invaders '91.


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Majestic Twelve - The Space Invaders Part IV

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


- STAFF:


Director: Ichiro Fujisue

Game Design: Tomohiro Ohno

Software: Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma

Hardware: Yasuhiro Shibuya

Character Design: Takatsuna Senba, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa

Design: Rintaro Doi, Kumi Mizobe

Sound: Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino


Dedicated to Katsujiro Fujimoto from All Staff.


$end

#-----------------------------

#Major Havoc

$info=mhavoc,mhavoc2,mhavocp,
$bio

Major Havoc (c) 11/1983 Atari.


- TRIVIA:


Gameplay innovation at its finest.
A game that would have done greater numbers had anyone cared in 1984.
Only 500-600 dedicated machines were manufactured.
Mark Cerny came in the middle of the design, adding one of the space waves (the flying fish) and the last 4 base ship mazes.
He also added some objects to the mazes (such as the gun and floating boots) and helped clean up old items that never got shipped.


- TIPS & TRICKS:


It's possible to warp to higher levels in Major Havoc from the start of the game by using certain codes.
This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out.
This is done by playing the mini-Breakout game at the bottom right-hand corner of the screen when the game starts.

The game will have a phrase such as, "Enter Red Warp 00" at the bottom of the screen.
What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary.
The codes are:

1. Color: red, Code: 23, Bonus: 250,000, Level: 4.

2. Color: yellow, Code: 46, Bonus: 600,000, Level: 9.

3. Color: green, Code: 824, Bonus: 700,000, Level: 10.

4. Color: aqua, Code: 315, Bonus: 950,000, Level: 13.

5. Color: purple, Code: 683, Bonus: ?, Level: ?.

6. Color: rainbow, Code: 948, Bonus: ?, Level: ?.

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


Build up unlimited turns (for the very patient) by replaying level 13 (turning on/off the reactor and exiting) over and over again to win turns off points.


- STAFF:


Designed and programmed by Owen Rubin.


$end

#-----------------------------

#Major Havoc Return to Vax

$info=mhavocrv,
$bio

Major Havoc Return to Vax (c) 1983

This game is a hack of Major Havoc.


- UPDATES:


Changes include new levels and easier gameplay.


- STAFF :


Modifications of Owen Rubin's original by Jess Askey.


$end

#-----------------------------

#Major League

$info=mjleague,
$bio

Major League (c) 1985 Sega.


- SERIES:


1. Major League

2. Super League

3. Excite League


$end

#-----------------------------

#Major Title

$info=majtitle,
$bio

Major Title (c) 1990 Irem.


- SERIES:


1. Major Title

2. Major Title 2


$end

#-----------------------------

#Major Title 2

$info=majtitl2,
$bio

Major Title 2 (c) 1992 Irem.

This game is known in US as The Irem Skins Game.


- SERIES:


1. Major Title

2. Major Title 2


$end

#-----------------------------

#Majuu no Ohkoku

$info=majuu,
$bio

Majuu no Ohkoku (c) 10/1987 Konami.

This game is known outside Japan as Devil World, and as Dark Adventure.


$end

#-----------------------------

#Makai Densetsu

$info=makaiden,
$bio

Makai Densetsu (c) 10/1988 Jaleco.

This game is known outside Japan as Legend of Makai.


- TIPS & TRICKS:


The correct spell at the end of the game is 'GIXGARD'.


$end

#-----------------------------

#Makai-Mura

$info=makaimur,makaimuc,makaimug,
$bio

Makai-Mura (c) 09/1985 Capcom.

This game is known outside Japan as Ghost'n Goblins.


- UPDATES:


One weapon is different: in the Japan versions, you use a cross instead of a shield in the other versions.


- TIPS & TRICKS:


There is a place in the cave scene (the short scene right after you kill the two big ogres), where you can get 100K before the time runs out and you can repeat this every life, getting 3 lives for 2 deaths (until the game stops giving extra lives at 980K).
The spot is on the upper level to the right of the rock and just to the left of the second ladder.
Move the joystick back and forth rapidly at the spot and fire each time you change directions.
This causes a zombie to appear at the edge of the screen with each pivot you make and each shot you fire will kill a zombie.
You can get 100K+ from this if you're fast enough!


It is well known that if you duck and shoot a tombstone 15 times, an angel appears and fires a bolt that turns you into a frog.
Interesting bug:
if you fire this bolt *just* as your time is about to run out, you'll turn into a frog INSTEAD of being killed by time over.
It wraps around to negative time or something and you have virtually unlimited time.(He recommends standing two rock-lengths away from the rock, and firing the 15th shot at time 0:02. If you're just slightly late, the bolt will still 'reincarnate' you but your character will appear distorted and you will be stuck in a ducked position).
Use this trick in combination with the above cave trick, and you're pretty much set.
If you perform the above trick but don't get the timing correct, your frog/man will be split in two and very messy in aspect.
The game is much harder for a scrambled knight!

*Boss tricks:

*Dragon trick*
You can pass the level four dragon by fleeing!
Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left: if everything is okay, the music should stop and the flames freeze.
Go to the door to collect the key.

*Demon trick*
To make the demon boss disappear at the end of level five, try running away from him as fast as you can!


Reach the floor with the hole in it and jump through it.
If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss.

*Ogre boss tricks*
The ogre bosses tend to jump when you fire, even if not directly at them.
This is very useful in level six, when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level.


*Other tricks:

*Weapon trick*
After having defeated a level boss(es), the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so, the shots will reappear in the following stage.
This can be exploited to kill some of the skulls at beginning of level six (soooo useful...).


*Fire bridge trick*
If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without topping.


*Weird spots*
In levels five and six there are spots where you can jump through the yellow rock background: usually getting blocked or killed.
In level six, the floor below the bosses' has an invisible hole in it at the extreme left: this can be used to the player's advantage.


*Cemetary glitch*
Reach the last tomb before the devil, jump it and go right two or three steps.
The knight should now be in front of a tree on the background.
Don't go any further - go back, instead.
Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you performed the trick correctly: surprise!


*Warp trick*
This is very odd: by a strategy similar to the one to reveal the cemetary glitch (that is, fiddling with scroll), you can activate a "level warp" in the platform section at the beginning of level four.
It involves going right, then trying to have some platform carry you beyond the "scroll stops" line on the left.
This should kill the knight and possibly make the next life start on the fire bridge or in level 5.


There are two 10,000 pts. in the game.
The first one is in the forest:
jump somewhere before the last plant.
To collect the second, go in the leftmost spot you can reach after you have landed on the bottom of level three; that is the place where you go to the dragon boss by simply running right.


*Armor*
The first armor is in the cemetary, between the red devil's starting position and last money bag: jump there to catch it.
In the forest, there's the infamous unreachable armor: to collect it you should reach a spot just above the money bag right after the first plant.
This cannot be done by jumping.

There are two armors in the ice palace.
One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location.

There are two armors in the blue cave.
The first one is obtained by climbing the leftmost ladder and falling off the ledge.
To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil.

The last armor is collected in level six by simply walking right on the first floor with hulk-like monsters on it.
I'm sure the programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor.


- SERIES:


1. Makai-Mura

2. Dai Makai-Mura


- STAFF:


Designed and programmed by Toshio Arima.


$end

#-----------------------------

#Make Trax

$info=maketrax,
$bio

Make Trax (c) 11/1981 Williams.

This game is also known as Crush Roller.

Two bootlegs are known as Paint Roller, and Magic Brush.


- UPDATES:


Make Trax has a protection chip, Crush Roller doesn't.
The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).


- TIPS & TRICKS:


The player must finish painting blank patterns in the maze with color as two tail-swishing goldfish jump out of an aquarium and chase the paintbrush, trying to force it to paint itself into a corner.
As the game progresses, the deadly goldfish get smarter and trickier.
They seem to anticipate the player's every move.
These goldfish chase the paintbrush, then turn and run away.
They even plot to close in on the brush from opposite ends of the path.
The player has to try to outmaneuver the goldfish or make it to one of the overpasses, grab the paintroller, which waits for it there, and roll over the goldfish.
This sends the goldfish back to the aquarium.
The player gets a score, which doubles progressively for each fish it sends back to the aquarium.
In order to get some relief from the goldfish's relentless pursuit, the player can leave the screen through any one of the six exits on the screen.
The brush reappears on the screen on the opposite side but it must be careful that the goldfish have not followed it.
The goldfish can pursue the paintbrush off the screen and back onto it again.


As the game continues, other problems arise for the brush.
On each pattern, a different mischief-maker makes tracks through the wet paint, spoiling the player's painting.
These mischief-makers include a playful kitten, a nose-twitching mouse, a dirty bird, a runaway tire, a dancing cat, and an invisible man who leaves only footprints on the paint job.
To stop these mischief-makers from ruining the painting, the player has to catch them with the brush.
To complete the pattern that is being painted, the player has to go back over any tracks that have been left behind.
The player can gain up to three extra brushes to do this.


$end

#-----------------------------

#Makyou Senshi

$info=makyosen,
$bio

Makyou Senshi (c) 06/1987 Data East.

This game is known outside Japan as Gondomania.


- STAFF:


Game Designed by Y. Gondo.

Programed by T. Kitazawa, T. Nishizawa, S. Tamura

Sound by H. Yoshida.

Music Composed by A. Hara.

Character Designer: Back Man, A. Kushima, H. Nomura

Hardware Designer: K. Yoshida

Ending Desigend by T. Nishizawa.

Supervised by T. Kitzawa.


$end

#-----------------------------

#Manhattan 24 Bunsyo

$info=manhatan,
$bio

Manhattan 24 Bunsyo (c) 03/1986 Konami.

This game is known outside Japan as Jail Break.


$end

#-----------------------------

#Mania Challenge

$info=maniach,maniach2,
$bio

Mania Challenge (c) 1986 Technos.

Licensed to Taito.

This game is a two players version of Mat Mania.


$end

#-----------------------------

#Maniac Square

$info=maniacsq
$bio


- TRIVIA:

This was the first and only game developed by Mandragora.

Nowadays, Tomas Cepeda works as programmer in house at Gaelco.
He is one of the programmers of "Rolling Extreme", one of the last 3D games from Gaelco.


- UPDATES:

Differences between the prototype version and the final release:

The final release is an endurance game, while the prototype is ala Tetris from Atari, a levels game.

In the final release, when there is only one player playing the game, the screen has only one playing field.

There are no special blocks and Helps in the final release.

There is a digital score in the prototype version that was not there in the final version.

In final release, when only one player plays, the playing area is centered in the screen.


- STAFF:

Programming: Tomas Cepeda, Pablo Martinez, Raul Izquierdo

Graphic design: Gerardo Oporto


$end

#-----------------------------

#Many Block

$info=manybloc,
$bio

Many Block (c) 1991 Bee-Oh.


$end

#-----------------------------

#Mappy

$info=mappy,mappyj,
$bio

Mappy (c) 03/1983 Namco.

Licensed to Bally Midway for US manufacture and distribution. (03/1983)


- TIPS & TRICKS:


Here's how to get through the first four bonus levels on
Mappy with a 10,000-point bonus on each one:

Each bonus level has a different pattern to it.
Where you are told to 'break through the trampoline(s)', this involves holding the joystick to one side so that
Mappy repeatedly bounces off of an adjacent wall, resulting in the trampoline breaking as quickly as possible.
Note that this only refers to trampolines which are *not* at the bottom of the screen.

1st Bonus: sting all the balloons and break through all trampolines.

2nd Bonus: sting all but the last balloon on the left, and break through to release Goro.
He'll pop it.

3rd Bonus: sting all but the leftmost balloon at the top then break through to release Goro.
He'll pop the remaining balloon.

4th Bonus: sting all the balloons to the *left*, but leave the one immediately above where you start un-popped.
Release Goro, and he'll bounce over to it, destroying it.


Information about Mappy levels:

The mapping of the level counters in Mappy is a little strange; after level 49, the level symbols in the bottom right corner temporarily stop updating, but the numerical level counter and the high score display both record the proper level.

The level symbols then start displaying correctly again at level 100, and continue to display correctly until level 254.

Level 255 morphs into Level 0.
Then the game starts over, and becomes easy again for level 1.


- SERIES:


1. Mappy

2. Hopping Mappy


$end

#-----------------------------

#Marble Madness

$info=marble,marble2,marble3,marble4,
$bio

Marble Madness (c) 12/1984 Atari Games.


- TRIVIA:


Mark Cerny was only 17 years old when he joined Atari and designed Marble Madness.
The game was designed as part of a contest Atari ran at the time, allowing outsiders to design a game.
Mark was very well known for his game-playing skills and easily won the contest.
Mark taught himself how to program in assembly language before joining Atari, so he fit right in.

In 1984, Marble Madness was the first game for the new Atari System 1 and Atari Games demonstrated the technical superiority of this new piece of hardware with this outstanding game.

It was the first game with such impressive Pseudo-3D-Graphics.

Marble Madness was the first game with true stereo sound.

It was the first game with a kind of film music, the music really supports the pictures and keeps the player in suspense.

It seems to be the first game that hardly had any repetitive elements during the levels and that had a real "end", the player could win against the machine.


- TIPS & TRICKS:


Here's a neat way to cancel the timer during Marble Madness.
Begin a game, and then hold down either the 1 or 2 player start, and press the "service switch" twice

The first press will glitch the screen display slightly - the second will remove it and give you 99 seconds to complete the level.
This method adds 60 seconds to the clock, after which the normal countdown will begin.
The clock will not appear to be counting down during the first 60 seconds, probably because the 99-second display was overflowed by the extra 60 seconds added.

This method can be used multiple times per level for virtually infinite play time.


When you play 2 players, the winner of each level gets a bonus 5 seconds.
If your opponent can make it as far as the silly race, that's an extra 25 seconds for the ultimate race, not to mention a possible extra 10 seconds with a wand.
The opponent can also continue once (with the same time as the other player).


This isn't really a trick, but some people don't realize it:
On the practice race, don't move when you start, and after a few seconds, a ramp will appear that will slide away the ball.


The practice race has three parabolic curves just before the goal.
They can be used to jump on the other side of the track, if you have enough speed.
You will land onto some number that will give out a few thousand points.


On the second level (The Intermediate Race) each player starts out on a platform and has to roll down a ramp into a maze.
If you jump off the platform at the correct angle, you can land on the surface between the mazes and roll directly to the maze exit.
Start at the center line of the side of the platform opposite the ramp, and aim for the right edge of the place where the platform and ramp meet.
Reverse this for the right player.


On the aerial race, the second player has a chance to jump onto the first player.
At the start, you can jump over the first curve and land on the first player track.


In the Silly Race, near the end there is a maze-like area where you go up a ramp and have to negotiate several turns and go down a ramp.
The walls of the up-ramp are short, and you can jump off the ramp and around the maze by going up the ramp, then back down and hard left.


- SERIES:


1. Marble Madness

2. Marble Man - Marble Madness II


- STAFF:


Designed/graphics by Mark Cerny.

Programmed by Bob Flanagan.

Sound by Hal Canon, and Brad Fuller.


$end

#-----------------------------

#Marchen Maze

$info=mmaze,
$bio

Marchen Maze (c) 07/1988 Namco.


$end

#-----------------------------

#Marine Boy

$info=marineb,
$bio

Marine Boy (c) 1982 Orca.


$end

#-----------------------------

#Mariner

$info=mariner,
$bio

Mariner (c) 1981 Amenip.

This game is also known as 800 Fathoms.


$end

#-----------------------------

#Mario Bros.

$info=mario,mariojp,
$bio

Mario Bros. (c) 03/1983 Nintendo.

The US version was released on 05/1983.

A bootleg of this game is known as Masao.


- TIPS & TRICKS:


As often as possible, try to kill animals in groups.
Any animal killed is worth 800 points (plus the 800 point bonus coin).
If you kill two animals in a short time (approx 1 second), the first is still only worth 800, but the second animal is worth 1600 points, not just 800.
For three animals, the points are 800-1600-2400.
For four animals, the points are 800-1600-2400-3200.
The point for a killed animal is never more than 3200.
So if you were to kill 5 at once, the fourth and fifth animal would both be worth 3200.


Use the "POW" button when several animals are hittable and grouped closely.
This will make it easier to get the "multiple animal" points.


You can kill the fireballs just like tipping the animals; wait til they are close to the ground and hit underneath them.


- STAFF:


Designed and programmed by Shigeru Miyamoto and crew.


$end

#-----------------------------

#Markham

$info=markham,
$bio

Markham (c) 1983 Sun Electronics.


$end

#-----------------------------

#Mars

$info=mars,
$bio

Mars (c) 1981 Artic Electronics.


$end

#-----------------------------

#Marvel Land

$info=marvland,marvlanj,
$bio

Marvel Land (c) 1989 Namco.


$end

#-----------------------------

#Marvel Super Heroes

$info=msh,msha,mshh,mshj,
$bio

Marvel Super Heroes (c) 10/1995 Capcom.


- TIPS & TRICKS:


*Fight as Anita*
Press MP, LP, Left, LK, MK at the character selection screen. 


*Fight as Dr. Doom*
Press MK, LP, Down, LK, MP at the character selection screen. 


*Fight as Thanos*
Press LK, HK, MP(2), Up at the character selection screen. 


*Double power*
Select a fighter at the character selection screen, then press Player One Start + Player Two Start. 


*Continue fighting*
Press Start immediately after winning a round to continue hitting the defeated character.


*Disable gems*
To disable Gems in two player mode both players must press and hold START after choosing their character until the round starts.


*Change character color*
At the character select screen move to the desired character then hold Up (if on top row) or Down (if on bottom row).
After 3 seconds press any punch or kick button to select character.


- STAFF:


Planner: Takeshi Tezuka, T. Iijima, Tomichi, Kiyoshi Nishikawa, Kei Hiratou, Satoru Kimura

Programmer: Tarabar-Black, Aoi-Peach, Kaw-K.Marichan, Silver-Kadontz, Nobu-Sasami, Knishi-"MadDogMc", Pon, Dna, Frk, Yama, UEno, Youji

Scroll: Konomi, Buppo, Shibata Kayoko, Daisuke Nakagawa, Yumiko, Takapon, Akiko Matsunaga, Satomi Ishii, R.K, T. Yoichi, M

Music compose: Anarchy"Takapon", Yuki"Wewe"Satomura, Zuzuki Tatsuro-

Sound design: Picard Mij, Satoshi"Ayano"Ise, Ryoji

Voice design: Hiroaki"New-X?"Kondo

Sound produce: Arcade Sound Team

*Object*

Thanos by: Thing.Sakashita, D-Kurita, Takayuki Kosaka, Masako.Satoh

Dr.Doom by: S. Yamashita, Ino, Seigo.Kawakami

Wolverine by: Akiman

Spider-man by: Arahijuf, Rumi<3Yamaguchi, T.Shirahama

Captain America by: Masaaki.Tanaka, Chimorin Shogun, Misako.Yamamoto

Psylocke by: Eripyon.N

Hulk by: Makoto Ishi, Takechan, Miwa, Kanako.Takami

Ironman by: Yoshino Hiroaki, Kiai Ryuken, Yukikaze, You.Ten.Nakano, Yutaka Maruno, Cepezou, Mimura Kenji, K°Tokunaga, E.Murabayashi, Rika°, Naoki Fukuda, Takep, Henoheno, Yuki

Magneto by: A. Iwasaki

Shuma-Gorath by: M. Tsujimoto, Jun Matsumura27, Shinya.M, Kako, Masanori Kondo

Black heart by: Alien.Pole, Fnyaco. F. Fnyao, Dway Nishimura, Oyabin

Juggernaut by: Hiroaki Minobe, R. Sato, Kazuko<3Kawanaka

Effect: Ntengm.Nakatani, Sagata, Tanuki, Kimo Kimo


*Voice Actor*

Captain America, Wolverine: Mr. Cal Dodd

Black Heart: Mr. Jeimz Woolvet

Psylocke: Ms. Catherine Disher

Shuma-Gorath: Mr. Franck Perry

Spider-man: Mr. Patrick Chilvers

Hulk, Thanos: Mr. Andrew Jackson

Juggernaut: Mr. Rick Bennett

Ironman: Mr. Chris Britton

Anounncer, Dr. Doom, Magneto: Mr. Lome Kennedy


In memory of Jack "King" Kirby


$end

#-----------------------------

#Marvel Super Heroes vs. Street Fighter

$info=mshvsf,mshvsfu1,mshvsfa1,mshvsfa,mshvsfh,mshvsfj1,mshvsfj,
$bio

Marvel Super Heroes vs. Street Fighter (c) 06/1997 Capcom.


- TIPS & TRICKS:


*Play as Dark Sakura*
At the character selection screen, highlight Hulk, hold Right for 5 sec. and press Jab+Fierce or Short+Roundhouse.


*Play as Mech Zanglief*
At the character selection screen, highlight Blackheart, hold Left for 5 sec. and press Jab+Fierce or Short+Roundhouse.


*Play as Armored Spiderman*
At the character selection screen, highlight Ryu, move up and hold Up for 5 sec. and press Jab+Fierce or Short+Roundhouse.


*Play as Mephisto*
At the character selection screen, highlight Omega Red, hold Down for 5 sec. and press Jab+Fierce or Short+Roundhouse.


*Play as US Agent*
At the character selection screen, highlight Bison, hold Up for 5 sec. and press Jab+Fierce or Short+Roundhouse.


*Play as Shadow*
At the character selection screen, highlight Dhalsim, hold Up for 5 sec. and press Jab+Fierce or Short+Roundhouse.


- STAFF:


Planner: Atsushi Tomita, Nakano Tau! Masahiro, Dave Matumoto

Original art work: Akiman, Sakomizu, Ukabin

Object designer: Minobe Hiroaki Da!!, Sagata, G.Kamina, Miwaringo, Kohichi Kikutani, Hiroshi Yoshioka, Miyamoto Shinya, Kondo Masanori, Satou Rie, Takep, Yosinori Yamamoto, Jon Narancha, Toshihiro Suzuki, R.Naoi, Kanako<3Takami

Scroll designer: Iwai, Konomi, Hisashi Sawada, Dear Akirakun 1997, May, Inoyan, Youko Fukumoto, Kisabon, Takashi Fujiwara, Hiroshi Yuugen, Chie Morisaki, Holly Genki?, Shinnosuke, Manga-Chop

Music compose & arrange: Yuki Iwai, Yuko Kadota

Sound director: Hiroaki"X68K"Kondo(cipher)

Sound assistant: Hachi & Ise & lee, Moe.T(cipher)

Recording director: Susan Hart

Recording Enginner: Paul Shubat, Dave Hatt

Programmer: Motsu, Eternal Sailor, Kaw, Silver Kadontz, You!


*Voice actor*

Street Fighter: Iwanaga Tetsuya, Sasamoto Yuko, Takagi Wataru, Nishimura Tomomichi, Hosoi Osamu, Niyamura Yuko, Morikawa Toshiyuki, Yamada Yoshiharu(Arts Vision)

Marvel Super Heroes: Andrew jackson, Cathal Dodd, Franck Perry, Jaimz Woolvet, Len Doncheff, Lorne Kenedy, Norman Spencer, Patric Chilvers


Narrator: Tony Daniels

Producer: kenji Kataoka

General producer: Noritaka Funamizu

Executive producer: Yoshiki Okamoto


$end

#-----------------------------

#Marvel vs. Capcom - Clash of Super Heroes

$info=mvsc,mvsca,mvsch,mvscjr1,mvscj,
$bio

Marvel vs. Capcom - Clash of Super Heroes (c) 01/1998 Capcom.


- TIPS & TRICKS:


*Play as Gold War Machine*
At the character selection screen, highlight Zanglief and press:
Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x4), Right(x2), Left(x2), Down(x4), Right(x2), Up(x2), Left(x2), Down(x2), Right(x2), Down(x4).
Gold War Machine will appear above Zangief.


*Play as Shadow Lady* (Super Chun-Li)
At the charcter selection screen, higlight Morrigan and press:
Up, Right(x2), Down(x4), Left(x2), Up(x4), Right(x2), Left (x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x2), Right(x2), Up(x2), Left(x2), Down(x5).
Shadow Lady will appear below Gambit.


*Play as Orange Hulk*
At the charcter selection screen, higlight Chun Li and press:
Right(x2), Down(x2), Left(x2), Right(x2), Down(x2), Left(x2), Up(x4), Down(x2),  Right(x2), Up(x2), Down(x4), Up(x4), Left, Up.
Orange Hulk will appear above Ryu.


*Play as Litith*
At the character selection screen, highlight Zanglief and press:
Left(x2), Down(x2), Right(x2), Up(x2), Down(x4), Left(x2), Up(x4), Right, Left, Down(x4), Right(x2), Up(x4), Left(x2), Down(x4), Right, Down.
She will appear below War Machine.


*Play as Roll*
At the character selection screen, highlight Zanglief and press:
Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up, Right, Up(x2), Right(x2).
Roll will appear to the right of Mega Man.


*Play as Red Venom*
At the charcter selection screen, higlight Chun Li and press:
Right, Down(x4), Left, Up(x4), Right(x2), Down(x2), Left(x2), Down(x2), Right(x2), Up(x4), Left(x2), Up.
Red Venom will appear above Chun-Li.


*Change character order*
Press Strong Punch + Medium Punch + Weak Punch at the versus screen to switch the second and first characters. 


*Continue attacking*
Press Start immediately after winning the match to move almost everywhere and have the ability to continue hitting the defeated character, even with super moves. 


*Selecting special partners*
Note: The following codes must be entered while holding Start before the special partner selection screen appears. 

Unknown soldier: Hold Weak Punch

Lou: Hold Medium Punch

Arthur: Hold Weak Punch + Medium Punch

Saki: Hold High Punch

Ton-Pooh: Hold Weak Punch + High Punch

Devilot: Hold Medium Punch

Anita: Hold Weak Punch + Medium Punch + High Punch

Pure and Fur: Weak Kick

Michelle Heart: Hold Weak Punch + Weak Kick

Mighty Thor: Hold Weak Kick + Medium Punch

Cyclops: Hold Weak Punch + Weak Kick + Medium Punch

Magneto: Hold Weak Kick + High Punch

Jubilee: Hold Weak Kick + Medium Punch + High Punch

Rogue: Hold Weak Punch + Weak Kick + Medium Punch + High Punch

Psylocke: Hold Medium Kick

Juggernaut: Hold Weak Punch + Medium Kick

Iceman: Hold Medium Punch + Medium Kick

Colossus: Hold Weak Punch + Medium Punch + Medium Kick

US Agent: Hold High Punch + Medium Kick

Shadow: Hold Weak Punch + Medium Kick + High Punch

Sentinel: Hold Medium Punch + Medium Kick + High Punch

Storm: Hold Weak Punch + Weak Kick + High Punch


*Use opponent's helper*
Defeat your opponent's helper in a single player game.
Then, hold Weak Kick + Medium Kick + High Kick at the screen that displays the name of the character that won until the next match.
If done correctly, your helper in the last match will be from your previous opponent's team. 


*Name changes*
Enter --- as a name to have the game change it to "SIN".
Enter AAA as a name to have the game change it to "CAP".
Enter MMM as a name to have the game change it to "MOT". 


*Blow up Tyrant*
Note: You must have a level two super bar and Jill must be out for this trick.
Use her Tyrant Super.
Right before Tyrant leaves use her Rocket Launcher Super.
If timed correctly you will blow up Tyrant in a very humorous fashion.
Note: Blowing up Tyrant gives no extra bonuses, damage, or points.


*Hint: Shadow helper*
If you look closely at the helper named Shadow, you may notice that it is actually Charlie from the Street Fighter series.
When you call him, he will perform his "Shadow Justice" attack, then land for a moment.
Look closely to see that it is him. 


*Fight as Onslaught* (Japanese version only)
Highlight Zangief at the character selection screen.
Hold Start and rotate the joystick twenty times in a clockwise circle before the timer expires, then press Low Punch + Medium Punch + High Punch + Low Kick + Medium Kick + High Kick. 


- SERIES:


1. Marvel vs. Capcom - Clash of Super Heroes

2. Marvel vs. Capcom 2 - New Age of Heroes


- STAFF:


Planner: Atsushi Tomita, Sgr Matumoto, Nakano Tau! Masahiro

Original Art Work: Akiman, Shoei, Sakomizu

Object Designer: Minobe Hiroaki, Akemi Kurihira, Fuji=Kazu, Sagata, G. Kamina, Miwa Sagaguchi, Kohichi Kikutanii, Kondo Masanori, Hiroshi Yoshioka, Shinya Miyamoto, Takep, Toshihiro Suzuki, Jon Narancha, Yamancha, Naony, Yuugen, Kanako Takami, Ino, Eripyon, Kimo Kimo

Scroll Designer: Konomi, Iwai, Sawatch, M. Nakagawa, M. Kitamura, Nissui, Kanno, Himago, Kazu T, Oonisi, Takapon, Kenichi Yamahashi, Stamp Rally

Music Composed & Arranged: Yuko K. Takehara, Masato Kohda

Sound Director: Ryoji Yamamoto

Recording Director: Susan Hart

Recording Engineer: Paul Shubat, David Stinson

Second Engineer: Dave Hatt, Rick Pacholko

Programmer: Motsu, Eternal Sailor, Kaw, You!, Silver Kadontz, Bakunetsu Hirokado


*Voice Actor*

Capcom Heroes: Fube Tomomi, Fujino Kahoru, Jinguji Yayoi, Miyamura Yuko, Morikawa Toshiyuki, Nagasako Takashi, Takagi Wataru, Ueda Yuji, (Arts Vision)

Marvel Heroes: Alyson Court, Andrew Jackson, Cal Dodd, Maurice Wint, Patrick Chilvers, Rod Wilson, Tony Daniels, Wayne Ward


Narrator: Sally Cahill

Producer: Kenji Kataoka

General Producer: Noritaka Funamizu

Executive Producer: Yoshiki Okamoto


$end

#-----------------------------

#Marvin's Maze

$info=marvins,
$bio

Marvin's Maze (c) 12/1983 SNK.


$end

#-----------------------------

#Masao

$info=masao,
$bio

Masao

This game is a bootleg of Mario Bros.


$end

#-----------------------------

#Master of Weapon

$info=masterw,
$bio

Master of Weapon (c) 1989 Taito.


$end

#-----------------------------

#Master of KIN, The

$info=mastkin,
$bio

The Master of KIN (c) 1988 Du Tech.


- STAFF:


Written by Kyle Hodgetts.


$end

#-----------------------------

#Mat Mania - The Prowrestling Network

$info=matmania,
$bio

Mat Mania - The Prowrestling Network (c) 1985 Taito.

This game is known in Japan as Exciting Hour - The Prowrestling Network.

The 2 players version of this game is known as Mania Challenge.


- TIPS & TRICKS:


First do the usual things in the game (a few punches and body slams) until you can get a pile driver on your opponent.
Once you get that first pile driver, simply pick up your opponent and throw him into the ropes.
Allow him to just ram into you - you will both go down.
Now just pick him up and give him another pile driver and then throw him again into the ropes and allow him to ram into you.
Just keep alternating between pile-drivers and throwing into the ropes and ramming you until you feel like pinning him.
Using this technique I got up to match 39 on a quarter, playing for over 1 1/2 hours.
After you throw your opponent, you can bend over and throw him out of the ring by standing in front of him and hitting punch.
The problem is, sometimes he will stop and beat you down.
You can avoid this by simply not being in front of him.
You can be at the top of the ring, throw him into the ropes, and move all the way to the bottom of the ring.
When he gets to the position he would normally have to be in to throw him (right in front of you), hit the punch key.
He'll teleport down to you, and you'll fling him out the ring.
Works every time.


A slight variant:
wait until he is just about to run PAST where he would normally be in front of you, and throw him.
He teleports up to you, but then stalls there for about 1 second. (The windup)
You will then fling him OUT of the caged area! (The pitch).
He comes back in as if it never happened, but it looks cool. (You have to be on the right side of the ring, and preferably near the top, for this to happen.)


You can do three moves (two in later matches [late 30s on]) to  your opponent before needing to ram him with the old "faceblock" maneuver.
However, the moves appear to be broken into categories:

Big moves - Piledriver and Brainbuster (Suplex)
Medium moves - Clothesline, Elbow, Backdrop
Small moves - Body Slam, Spinning Kick
Doesn't seem to count -
Shoulder Block, Flying Body Press, Rope Moves

The "count" works as follows.
Usually you get one of each class of move in order from big to small.
You can always substitute a lower move for a higher one.
At certain times you will get only medium and small, especially the first series when facing Karate Fighter or Piranha after match 5.
Sometimes you won't be able to do three.
You can tell because your opponent puts up a small, ineffective resistance to your second move.

Once per match, you CAN do two big moves in a row.
My friends and I call this the triple, because you are guaranteed to be able to do a third move afterward.
In the first 5 matches, the triple is generally between 2:30 and 2:15.

For instance, you can beat Coco Savage (and demonstrate the triple to yourself) by immediately running across and Shoulder Blocking him.
Back up and repeatedly Shoulder Block him until he does not get up as quickly (you should be standing over him).
At this point, you can Piledrive him (to turn him around), Suplex him out of the ring, dive on him and run him into the fence safely, because that move WILL BE YOUR TRIPLE, and diving on him doesn't count.
At this point, faceblock (ram) him as he is getting in the ring, throw him across and go to the very top and backdrop him into the corner (don't worry he'll teleport up there) where you can do your rope moves.
You can do any other move to him first safely before backdropping him.

Don't be afraid to fight on the floor, just be aware of the "count" and the fact that you can't clear it out there without getting trashed.
The hardest move in the game (and one of the coolest) is Piledriving your opponent on the floor (obviously must be your triple and he has to be trashed already).


*Miscellaneous notes*

You can only climb on the turnbuckles in the top-left and top-right corners.

Running towards the ropes and pressing the K button will cause you to jump out of the ring (should only be done while an opponent is out there).

The maximum number of jumps off the rope you can do is three - any more and the opponent will get up regardless of the amount of damage inflicted.

Fight as little as possible outside the ring; you run the chance of being thrown to the other end and facing a ring out loss (especially with Coco Savage and the Piranha - they are dirty fighters!).

When an opponent throws you, you have the choice of pressing P to do a shoulder block or K to do a flying press.
The move you select should depend on the opponent's reaction - if they throw you and run, press K repeatedly to beat them with the flying press.
If the opponent is standing there, it is almost a sure sign that you will be receiving one of their "stopping moves" (i.e.: Coco's Haymaker or Piranha's choke hold).
For this, press K repeatedly.
If the opponent has not prepared their signature stop, this usually means they are just going to punch or kick you.
Pressing P will give them a shoulder block and knock them down.
Try to decide on which move you plan on doing once you see their reaction.

If you start to get the "upper hand" on your opponent (which isn't that hard to do), throw him into the ropes and when he bounces back, let him collide into you (you should be the first one to get up), pick him up and do a pile driver, pick him up, throw him into the ropes and let him collide into you, pick him up and pile drive him again.
You can do this for as long as you like but make sure to pin him before the time runs out.
For a sure pin, just climb the top rope and land on him three times then pin.

A change in the music in the game indicates you are in danger of losing the match!


- SERIES:


1. The Big Pro Wrestling!

2. Mat Mania - The Prowrestling Network


$end

#-----------------------------

#Max RPM

$info=maxrpm,
$bio

Max RPM (c) 04/1986 Bally Midway.


- TRIVIA:


This game is known best for it's split-screen play, but not much else :)


$end

#-----------------------------

#Mayday

$info=mayday,maydaya,maydayb,
$bio

Mayday (c) 1980.


$end

#-----------------------------

#Mayhem 2002

$info=mayhem,
$bio

Mayhem 2002 (c) 05/1985 Cinematronics.


$end

#-----------------------------

#Maze of Flott

$info=mofflott,
$bio

Maze of Flott (c) 1989 Taito.


$end

#-----------------------------

#Mazinger Z

$info=mazinger,
$bio

Mazinger Z (c) 08/1994 Banpresto / Dynamic Pl. Toei Animation.


$end

#-----------------------------

#Meadows Lanes

$info=medlanes,
$bio

Meadows Lanes (c) 10/1977 Meadows Games.


$end

#-----------------------------

#Mechanized Attack

$info=mechatt,
$bio

Mechanized Attack (c) 03/1989 SNK.


- STAFF:

Director: H. Hamachi

Character Design: S. Kiyoshi, M. Itoh

Back Design: Ken

Sound & Music: Tarkun, Kidon

Programmer: Mr. SNK 24

Hard Ware: Komedar Rom

Adviser: Majin Bucho

Producer: Eikichi Kawasaki


$end

#-----------------------------

#Medal Mahjong Circuit no Mehyou

$info=mmehyou,
$bio

Medal Mahjong Circuit no Mehyou (c) 03/1992 Nichibutsu / Kawakusu.


$end

#-----------------------------

#Medal Mahjong Janjan Baribari

$info=mjanbari,
$bio

Medal Mahjong Janjan Baribari (c) 1992 Nichibutsu / Yubis / AV Japan.


$end

#-----------------------------

#Medal Mahjong Pachi-Slot Tengoku

$info=pachiten,
$bio

Medal Mahjong Pachi-Slot Tengoku (c) 1993 Nichibutsu / MIKI SYOUJI / AV Japan.


$end

#-----------------------------

#Mega Blast

$info=megab,megabj,
$bio

Mega Blast (c) 10/1989 Taito.


$end

#-----------------------------

#Mega Force

$info=megaforc,
$bio

Mega Force (c) 1985 Tehkan.

Licensed to Video Ware for US manufacture and distribution.

This game is known outside US as Star Force.


- TIPS & TRICKS:


You can determine which direction the end of level boss will move before it even appears by looking at your score.
If the hundreds digit is odd, the boss will move to the left.
If it is even, it'll move right (the tens and units digits are always zero).


At some points in the game you will see two columns of green arrows down the center of the screen.
Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row.
You will be awarded an 80,000 bonus for doing this.
The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing.
Later on there is a short column of only 16, so only one bonus is possible here.


On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot.
Cleopatra appears - shoot her and you'll get a million-point bonus.
The coelacanth may only appear on the third violet continent.


To get a 50,000 point bonus: You've seen a big enemy that combines into parts.
When you hear the tune it is about to appear, STOP SHOOTING.(You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work).
Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white.
Once this has happened, shoot the center part several times: the enemy will be destroyed and you will be awarded the 50,000 point special bonus.


$end

#-----------------------------

#Mega Man - The Power Battle

$info=megaman,
$bio

Mega Man - The Power Battle (c) 10/1995 Capcom.

This game is known in Japan as Rockman - The Power Battle.


- TIPS & TRICKS:


*Hint: Weaknesses* 

Wood Man: Rolling Cutter

Guts Man: Crash Bomb

Cut Man: Rock/Proto/Forte Buster

Crash Man: Rolling Cutter

Heat Man: Ice Slasher

Ice Man: Rock/Proto/Forte Buster

Rockmonster: Rock/Proto/Forte Buster

Dr. Wily: Rolling Cutter/Super Arm


*Weapon Receive*

Wood Man: Leaf Shield

Cut Man: Rolling Cutter

Guts Man: Super Arm

Crash Man: Crash Bomb

Ice Man: Ice Slasher

Heat Man: Atomic Fire 


- SERIES:


1. Mega Man - The Power Battle

2. Mega Man 2 - The Power Fighters


- STAFF:


Planner: Ohko 25th, Zanzo, (^_^")

Programmer: Teruaki. H, Giu Chan, Marh, Ohi

Object design: K. Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi.Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga. M, Zephyr Sakuno


$end

#-----------------------------

#Mega Man 2 - The Power Fighters

$info=megaman2,
$bio

Mega Man 2 - The Power Fighters (c) 07/1996 Capcom.

This game is known in Japan as Rockman 2 - The Power Fighters.


- TIPS & TRICKS:


*Street Fighter moves*
Charge up to the maximum and hold Up when you release Fire.


- SERIES:


1. Mega Man - The Power Battle

2. Mega Man 2 - The Power Fighters


- STAFF:


Game design: Ohko

Programmer: Teruaki Hirokado, Pon, You!

Character design: Shinji Sakashita, S. Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja

Scroll design: Kisabon, Buchi, Koichi Takeda, Inoyan

Sound effect: Moe.T

Music: Yuki, Hideki Ok, Kadota Yuko, Koda Masato, Tatsuro-, Syun Nishiaaki, Setsuo Yamamoto

Voice actor: Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori

Producer: Yoshimi Ohnishi

General producer: Noritaka Funamizu


$end

#-----------------------------

#Mega Twins

$info=mtwins,
$bio

Mega Twins (c) 06/1990 Capcom.

This game is known in Japan as Chiki Chiki Boys.


- STAFF:


Game design: Bully Duck

Director: Poo, Yoshiki Okamoto

Object design: Manbou, Ikusan Z, Unicorn Mayumi

Scroll design: Zummy & Ziggy

Hard design: kuccan

Programing: Blbon, Meijin, Saikou Yuki


$end

#-----------------------------

#Mega Zone

$info=megazone,megaznik,
$bio

Mega Zone (c) 02/1983 Konami.


$end

#-----------------------------

#MegaTack

$info=megatack,
$bio

MegaTack (c) 1980 Gameplan.

Licensed to Centuri.


$end

#-----------------------------

#Meikyu Jima

$info=kikcubic,
$bio

Meikyu Jima (c) 06/1988 Irem.


- STAFF:


Hirogon, Dandy Harry, Mantaro, Miikun Junchan, Yoshi Kazue, Hirorin, Mori Mamichan, Daisuki, Watasan, Mickey


$end

#-----------------------------

#Meikyuu Hunter G

$info=meikyuh,
$bio

Meikyuu Hunter G (c) 1987 Data East.

This game is known outside Japan as Real Ghostbusters .


$end

#-----------------------------

#Meosis Magic

$info=meosism,
$bio

Meosis Magic (c) Sammy.


$end

#-----------------------------

#Mercs

$info=mercs,mercsu,
$bio

Mercs (c) 04/1990 Capcom.

This game is known in Japan as Senjo no Ookami II.


- TIPS & TRICKS:


At the end of stage 1, a large plane rises in front of the player.
If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon.
This takes dedicated practice to pull off consistently.


- SERIES:


1. Commando

2. Mercs


- STAFF:


Chief designer: S. Okano, A. Kume, Kijima

Character design: H. Nishio, T. Hayashi

Sound: M. Gotoh

Sound programmer: Y. Katayama

Program: M. Akahori, T. Ohta, Y. Matsui


$end

#-----------------------------

#Mermaid

$info=mermaid,
$bio

Mermaid (c) 1982 Rock-ola.


$end

#----------------------------

#Meta Fox

$info=metafox
$bio

Meta Fox (c) 1989 Seta.


- STAFF:


Produce: J. Fujimoto


$end

#-----------------------------

#Metal Black

$info=metalb,metalbj,
$bio

Metal Black (c) 09/1991 Taito.


$end

#-----------------------------

#Metal Slug - Super Vehicle-001

$info=mslug,
$bio

Metal Slug - Super Vehicle-001 (c) 04/1996 Nazca.


- TIPS & TRICKS:


Killing the enemy soldiers can be fun, but the best things about this game are certainly the comedy scenes and the hidden secrets.
The greatest contributors of points, rescued hostages points, are also the hardest to earn.
The first problem is to find them, the second is to stay alive to get credit for your rescues. (Once you complete a mission, you receive 10,000 pts for every POW you rescued.)


Mission 1:
Two lots of 2 hostages hidden in the two waterfalls just before you get to the boss.
Just blast the tops of the waterfalls and they will fall.


Mission 2:
Blast down at the green bush underneath the bridge just before you reach the mid level boss (large tank on rails above you) and three secret prisoners will come running in your direction.


Mission 3:
There are secret hostages hidden within the two large trees that you can blast down in the section where you have the Metal Slug tank.
These seem to be random, just try blasting those trees down and sometimes they appear.

There are hidden hostages that drop down from the sky when you are fighting the end of level boss; just don't kill the boss until they have all appeared.


Mission 4:
Just after you have got the Metal Slug tank at the beginning of the level: blast the ceiling of the bar just above the light/lampshade high up on the wall at the entrance of the bar.

At the end of level bosses you can either blast in the top right hand corner of the cave to get 3 hidden hostages OR blast the far bottom left hand corner for 3 hidden hostages.
It is not possible to get both of these groups.
You can only get one or the other.


Mission 5:
Blast the first and second houses and two hostages will appear.

Fire at the top of the first and second trees in the stage inbetween the shops and houses.
The first tree yields 3 POW's and the second only two.

Blast the undercarriage of the end of level boss after it has lifted up on stilts to get three extra prisoners who also provide useful power ups!


STAGE 6:
At the beginning, shoot above you to find one prisoner.

Destroy the big pack of rocks to deliver one POW.

Blast the small white cloud above you just after the boat you are on has run ashore to get two hidden hostages.

When you're out of the boat, go left in the water to find some points.

POWs appear on screen during the fight with the final boss, if you shoot in the top right corner.


*Unlimited points*
Proceed through level five until you get the tank.
Drive it until after the section with the airplanes and look for a troop transport to appear.
Go slowly, and only allow the tip of the troop transport to be displayed.
Shoot the transport to get points without destroying it.
Keep shooting to get more points. 


- SERIES:


1. Metal Slug - Super Vehicle-001

2. Metal Slug 2 - Super Vehicle-001/II

3. Metal Slug X - Super Vehicle-001

4. Metal Slug 3

5. Metal Slug 4


- STAFF:


Design: Akio, Susumu, Max.D, Tomohiro, T. Okui, Kozo

Planning: Meeher, Hire-Nag

Sound: Hiya!, Jim

Program: Hamachan, Andy A. Kurooka, T. Yokota, H. Yamada, Pierre


$end

#-----------------------------

#Metal Slug 2 - Super Vehicle-001/II

$info=mslug2,
$bio

Metal Slug 2 - Super Vehicle-001/II (c) 02/1998 SNK.


- TIPS & TRICKS:


Rescued hostages are the greatest contributors of points.
But you have to stay alive to get credit for your rescues. (Once you complete a mission, you receive 10'000 pts for every POW.)


MISSION 1: Deserts of Arabia

You are sent to control a loyalist force suspected of building weapons of mass destruction.

The tallest tree after the 1st building contains lots of fruit and 3 hidden POW's.

Palace: Shoot towards the right of the red banner to release 2nd lieutenant Hyakutaro Ichimonji.
This mystic POW has an energy bolt which is powerful and homes in on anything you can shoot (this means structures as well; collateral damage).
He'll help you until you finish the mission or die.

You'll find the Camel Slug after the conversing Arabs.
It comes equipped with a Vulcan but provides no cover against enemy fire.
Like the Metal Slug, the Camel can run over enemy soldiers.


BOSS: Harrier VTOL

Waves of swordsmen rush at you.
Take them out before they get too close.
After about 100 shots, 2 bazooka grunts open fire.
Stay in between the jet exhausts.
Aim for the engines as much as possible. (You'll see and get 10,000 pt. for the 1st wing and 50,000 for the 2nd).


MISSION 2: Valley of the Pharaohs

Intelligence has indicated that the enemy army is using a secret Egyptian site to house military machinery.

Use your gun to knock out an eye from the Sphinx (30,000 pts).

Without hitting the explosive barrel, kill the Imperial Guards.
Then, fire at the top right corner offscreen, for 3 POW's.

If you stand next to the 1st and 3rd miners, they'll dig up some bonus items.

Shoot at the top right of the support tower for a POW.

Pyramid slope: A gem or 3 POW's are hidden at the top of the screen, right above the spot where the 1st mummy pops up.

If you get a whiff of undead breath, you'll become a member of the undead, identifiable only by headgear.
You'll be carrying only a pistol.
Jumping is also quite a task.
The flashing healing potions will turn you back into a human instantly.

Near the door, get the POW's before clearing out the mummies.

You'll catch up with Rumi Aikawa here.
Shoot her for a healing potion or points.

The eye hieroglyph before the special mummy hides a gem.

Shoot the deceased explorer to make her give up a gem.
Disgruntled, she'll give you the matching stick of dynamite.

Jogging to the left, you'll see a few platforms to jump on.
From the 2nd to the top, you can carefully jump over to the right.
The long one holds 2 treasure chests.
But don't stop here.
Carefully jump on top of the cat statues.
Shoot the chest open, which holds a magic lamp.
If you are patient enough, a djinni will appear.
Wait just a moment longer, and he'll grant a wish for riches.
Starting from the moment the lamp is released, count the plumes of smoke and jump after the 5th one.
Shoot above the right statue for another magic lamp.

On the next level path (8th platform), the head of the hieroglyph holds gems.
Shoot'em out!!

If you let the mummy attack the explorer, you can destroy the new mummy for a gem.

The twin-armed Slugnoid vehicle is located on one of the higher ledges of the tower of doom.
The main cannon (C) fires downwards.((A)+(B) Swan Dive)


BOSS: Iron Claw

Use your cannon and bombs.
If you stay at the same altitude for a while, Iron Claw rears back and charges towards you.
It won't fire while doing so, giving you time to get free hits in.
When Iron Claw primes up, jump to the side ledges.


MISSION 3: Supply Train

You've managed to catch up with an enemy train headed for a night shipment to the Far East.

At the engine of the train, rescue the POW.
Shoot at the smokestack from below to release 3 POW's.

From the head of the engine, manage to clear more space with your jump to the next train for 50,000 pt.

Use the Slug flyer which is equipped with a Vulcan that is limited in angular range.

BOSS: Four Legger

While the boss is standing, jump to shoot at it.
Everything except the flame-thrower can be avoided by hiding underneath its legs.
If you still have the Slug flyer, stay on the left.


MISSION 4: Chinese City, Downtown

A platoon of enemy troops is stationed nearby.

Collect as much of the food as you can.
Once you're fat, your weapons will cause more damage but you'll be slower.

Most of the buildings can be demolished, revealing hidden POW's or bonuses.
Some of the POW's can be reached by knocking down the building they're on or the one next to it.

Right about where the monkey and fish are, jump into an opening in the walkway and find POW's and a diet shake.

Sitting on a rooftop of the residential area is your Metal Slug.


BOSS: Big Tank (kind of battleship)

Only the cannons take damage during this battle.
If using the Metal Slug, try for the lower cannons first.
Use the houses and boulders to aim for the higher guns.


MISSION 5: Moscow (?)

The townsfolk have been complaining about strange smells and sounds coming from the sewers.
Intelligence confirms that a battalion is stationed inside, ready for an invasion.

Jump on top of any of the cars, firing downwards.
The car will burst in flames, sending you into the sky to reach a lot of bonus items.

At the end of the street, shoot at the fire escape of the last building for 3 POW's and into the tree for fruits.

At the underground railroad, shoot into the top of the arch for POW's.

As soon as one of the 4 trains approaches from the right, fire immediately.
After destroying each one, run to the right to regain any lost ground.

After marker zero (0), the track bends from here. But before you shoot at the EXIT door, fire at the ceiling.
There are 3 separate spots with hostages.

In the sewers, you see a box with an arrow on it.
Find the lever and press (A) to wind it.
After 3 turns, an item will drop down with a weapon or bonus.


BOSS: Nuclear Submarine

Surfacing from the sewer slime, the sub attacks with a lot of lightning balls and a thunder cannon.
When you see double barrels pop up, prepare for some serious thunder.
Fire the Vulcan and bomb it at the same time.


MISSION 6: Siberian Shipyard

Far from Moscow, the rebel army has secretly established war factories and rebel headquarters.

Mountainside: the sign with the arrow hides a POW.

Midboss: Super Soldier

Fully recovered from his wounds of Metal Slug 1, he challenges you to another showdown.
The horizontal shots can be ducked.
Sometimes, you can knife him once and jump away.
Take whatever shots you can in the meanwhile.

In the submarine factory, after busting the tank, use the platform to release the hostage on the higher platform.

Small platforms give you access to some of the prisoners on the top level, but it's easier to fight aliens on the lower platform.

When the 2nd area is clear, turn the crank to release a Laser Rifle.

3 POW's are hanging at the top of the screen after the 3rd area.

A POW is hidden on the short plank in the 4th area.


BOSS : Battle Drone

Use the platform to the left whenever possible. When the rod is exposed, it will prime up for 2 seconds, then fire a bolt.
Keep a constant fire when free from the Battle Pods.


FINAL BOSS : Mothership

Fear not the various grunts and tanks, they are here to help you.
Try using them for cover.
Aiming upward from anywhere will hit some section of the ship.
The soldiers bring in a Metal Slug later in the battle, just unload it from the truck.
After a long and ruthless battle, the Mothership withdraws.


- SERIES:


1. Metal Slug - Super Vehicle-001

2. Metal Slug 2 - Super Vehicle-001/II

3. Metal Slug X - Super Vehicle-001

4. Metal Slug 3

5. Metal Slug 4


- STAFF:


Planning: Meeher

Design: Akio, Susumu, Cannon, Tomo, Kuichin, Kozo, Kon. Kitakichine, J.Yoshii, Ozi, Fukunishi, Nakamata, Hikaru, Hikaru, Megumi Imanishi

Program: Andy, Hamachan, Nakatsuka, Zen, Seeker, Pierre, Kohki (^0^)/, Hirokun

Sound: HIYA!

Produce: T. Nishiyama


$end

#-----------------------------

#Metal Slug 3

$info=mslug3,mslug3n,
$bio

Metal Slug 3 (c) 05/2000 SNK.


- SERIES:


1. Metal Slug - Super Vehicle-001

2. Metal Slug 2 - Super Vehicle-001/II

3. Metal Slug X - Super Vehicle-001

4. Metal Slug 3

5. Metal Slug 4


- STAFF:


Planning: Meeher, Akio

Enemy sequence: Narusawa, Arita

Character chief: Akio

Background chief: Susumu

Design: Cannon, Tomo, Kozo, Kuichin, Flying Fox, Curry

Wizard: Andy

Enemy's brain: Aba

Program: Tecchan-Take, Dramania Hide, Fujisawa, Nakatsuka, Seeker

Sound: Hiya!, Bero-ou, Hohi_Hohi, Q_Jiroo, Maitaro


$end

#-----------------------------

#Metal Slug 4

$info=mslug4,
$bio

Metal Slug 4 (c) 03/2002 Mega Entreprise / Playmore.


- SERIES:


1. Metal Slug - Super Vehicle-001

2. Metal Slug 2 - Super Vehicle-001/II

3. Metal Slug X - Super Vehicle-001

4. Metal Slug 3

5. Metal Slug 4


- STAFF:


*Mega Entreprise*

Hyper Organizer: Sang Min Lee

Producer: Hong ICK Cho

Character Designer: Joo Hwan Sohn

Background Designer: Yong Hee Lee


*Noise Factory*

Producer: Keiko Ijuu

Sub Planner: Masafumi Fujii, Kazuki Ito

Character Designer: Masahiro Maeda, Yosikazu Nishikawa, Nana Maeda, Kentaro Hayasi, Ryo Fujii

Background Designer: Reiko Nagasima, Nami Takasaki

Illustration: Tonko, Naohisa Yamaguti, Masayuki Fukuoka

Sound Produced by Studio Aqua - Toshikazu Tanaka.


$end

#-----------------------------

#Metal Slug X - Super Vehicle-001

$info=mslugx,
$bio

Metal Slug X - Super Vehicle-001 (c) 03/1999 SNK.

This game is an enhanced version of Metal Slug 2 - Super Vehicle-001/II.


- TIPS & TRICKS:


*Walkthrough*


Mission 1: Deserts of Arabia

The very first sign here contains a 500 or 1000 pt. bonus.
You have to jump and shoot at the sign from above to reveal it.

Near the second building, a truck will pull up with three grunts in the back.
When the grunts are killed, a Blackhawk will show up.
The truck won't hurt you once it's parked (it can run you over), but you can still destroy it.  
It usually appears on the side opposite that of your characters.

A few buildings later, a tall tank will pull up.
After defeating it, use the wreckage to jump onto the ledge with the POW.
Watch out for the grenades thrown from the grunts below.

Later, three missile turrets will pop out of the kiosks of a building.
Shoot the turrets to destroy the building.
When the building is destroyed, shoot at the top of what used to be the door for a bunch of fruit or coin bonuses.  
Jumping and shooting down at the remains of the left window will reveal a gem.

The camel nearby holds a basket of pears (shoot at it to get some).
The two windows above the Camel Slug (the camel with the cannon--you can jump onto it) hold more food bonuses.
The Arab riding the camel will fire pistol shots at you and can block your shots with his sword.
Throw a bomb at him immediately to kill him.

Shoot down the wall behind the camel rider to expose a wagon full of Imperial Guards.
When the wagon is destroyed, you'll find a Metal Slug, Rumi Aikawa, and a Big [H] inside.
If you shoot Rumi's backpack before you tag her, she'll drop two more items.

One of the swordsmen on the ledge carries a bonus (an apple or a gem).
Shoot him before he runs away.

A minicopter chain will attack you in the open area nearby.


BOSS: Armored Transport

This boss makes a return from MS1 (Mission 5).
It attacks you with a volley of teardrop shells from its top launcher.  
Keep firing at the transport.
Dodge the shells by running and jumping.
The spiky front grill will kill footbound soldiers if touched.  

After about 100 shots, the transport will roll back and stand on its risers.  
The flamethrower underneath will attack you occasionally.
The flamethrower can be destroyed after about 50 shots.
Three POW's will drop from the tractor.
Carefully throw bombs at the flamethrower (about eight) to get all the hostages.
The first one runs off to the right if you're not careful.

When the flamethrower is destroyed, a missile launcher adds to the attack.  
It fires two missiles on each side of itself.
If you run to the back, the tank that it carries will fire at you (you can't destroy it).
The launcher firing teardrop shells still fires during the battle, and may hit anyone near the front of the transport.
You should be able to get underneath the tractor and give it all you've got.
Just be careful of the missiles coming on either side.  

When defeated, the Armored Transport blows up.
At a loss, the Arabian commander surrenders.

Mission 1 complete!

You should have 12 POW's and Rumi Aikawa to your credit.


Mission 2: Valley of the Pharaohs

Use your pistol/shotgun to knock out an eye (the one on the right, this time) from the Sphinx (30,000 pts).

There is a POW hidden above the opening to the cave.
The only way I know of to get him is to die when fighting the Imperial Guards (make sure you set off the explosive as well).
When you return with another life, you should tag the POW on your way into the vault.

Excavation site: You can shoot the bats near the top of the screen.

If you stand next to the first and third miners, they'll dig up some bonus items for you.

Shoot at the top right of the first support tower for a POW.

After clearing the mummies from around the first cave, walk inside and release the POW hidden inside.

Pyramid slope: A bat is hanging out at the top left of the screen, right next to the first statue in the background.
A gem is hidden in the face of said statue.

Remember, the mummies can't hit you when you are crouching.
Also, try jumping above and behind them.

If you are turned into a mummy, you lose any heavy firearm you may have, your pistol and bomb attacks come out much slower, and you lose your close attacks.  
To return yourself to normal, find one of the glowing potions.

The first new weapon should be located inside the first vault that pops out of the ground, namely the Iron Lizard.

A Big Flame Shot appears behind the second vault.
The second POW hanging from above later on has another one.
The first has a potion; the third has fire bombs.

The third vault has a Big Shotgun inside and a potion behind it.

Near the stairs, two groups of mummies will assault you, as well as a pack of mummy dogs.

Cavern Maze: You'll catch up with Rumi Aikawa here.

The bats above will drop their undead potion when in range or when you shoot them.
To clear them in one shot, get all five of them to fly as far left as possible, then run right.
They should all be in range of a single shotgun or flame blast.

The eye hieroglyph on the wall hides a single gem.

Shoot the deceased explorer to make her give up a gem (50,000 pts).  
Disgruntled, she'll give you the matching stick of dynamite, so haul ass!

A hanging mummy will drop from above when you jump onto the tall tower after the mummy dogs attack you.
The platform after it (the one with the single point bonus and bat) has a boulder trap right above it.
Quickly run to the point bonus, then jump out of the way of the falling boulder (it will destroy part of the platform).
Boulders will continue to fall.

Another hanging mummy will attack you just above the hole.
The rest of the mummies will spit scarabs.
Shoot straight up to hit the scarabs, then jump once to shoot or bomb it.
If you have fire bombs, throw them just before it spits a scarab, so you can hit the mummy and the scarab just as it pops out.  
If you have a partner, have him/her shoot straight up to hit the scarabs while you take care of the mummies.

More hanging mummies will attack you when you try to release the POW on the small platform.
You can hit them will close attacks while crouching.
The POW will give you a shotgun.

The purple gas jets on the sixth platform have the same effect as breath attacks.
Jump in just as the jet dissipates to grab the point bonus, then jump away.

Jogging to the left, you'll see a few platforms to jump on.
From the second to the top, you can long jump over to the platforms on the right.
The jagged platform holds three treasure chests.
The first holds a potion if you need it (if you don't save it for the next task).
Make another long jump (jump at the edge and keep holding right) to the top of the statues on the right.
Shoot the chest open, which holds a magic lamp (previously rubbed).
If you opened the chest with one shot, you'll reveal twelve coins and two hanging mummies.
To expose the lamp and safely get all the coins, jump on top of the chest, then jump and shoot at it from above, bearing left to collect the coins and leave the lamp alone.
Kill the mummies as soon as possible.

Wait for the fifth plume of smoke to release a genie.
If you time the jump just right, you'll get a lot of coins when the genie transforms.
Two more secret spots are located above each statue.
One holds another lamp, the other is a trap, dropping mummy "juice" on you.
Simply shoot at the secrets (10 pistol shots) while jumping to the other statue.
Obviously, if you get the lamp first, immediately return to the platforms at the left.

Shooting down at the next sign (above the ledges to the left) will expose an arch of coins.

The hanging mummy on the right will give up some bombs.
The standing mummy will spit scarabs.
The second mummy on the right platform will give you a potion.  

On the next level path (eighth platform), the head of the hieroglyph (wall painting) holds a number of gems (10 x 100 pts, and sometimes, one for 30,000 pts).
Shoot 'em out (It's easier with a pistol).

If you let the mummy dogs attack the explorer, you can destroy the new mummy for a gem (100 or 30,000 pts).

Tower of Doom: You'll come across a series of ledges on the side of a large tower.
Treasure and healing potions can be found here.
The twin-armed Slugnoid vehicle is located on one of the higher ledges.
One player should get in, while the other collects the Heavy Machine Guns in the treasure chests above.

The Slugnoid crabwalks along the platforms.
Jumpjets give it a very high jump (B).
The twin Vulcan fire converges at a point downscreen but can be aimed in any direction.
The main cannon (C) fires downwards.  (A)+(B) Suicide Dive.


BOSS: Iron Claw

Players caught in the arcing insides will die a shocking death.
Iron Claw attacks with ball lightning, rockets, a charge attack, and an Extreme Plasma Cannon.
The ball lightning and rocket attacks are either direct, or shot in a series to the outsides, returning on the other side, making something like a diamond formation.  
Shoot downward and fire your cannon/throw bombs at the same time.
If you stay at the same altitude for a while, Iron Claw rears back and charges towards you (up to 2/3 screen).
Get to a higher ledge, jumping just as it's about to hit you.
If it shoots ball lightning or rockets in a series to the outsides, stay where you are and attack if you can.
Rockets can be shot.
When Iron Claw primes up (it glows brightly on the inside), jump to the side ledges to stay out of reach of the Extreme Plasma Cannon.

A power-up will fall every now and then to even out the battle.

When defeated, Iron Claw starts to sag, then tries for one more charge, but is unsuccessful, and falls.
Mission 2 Complete!

You should have about 10 POW's, including Rumi.


Mission 3: Supply Train

If the bonus near the soldier is bread or a can of rations, get it before it spoils, then get the rest of the bonuses.
The boxes along the ground are empty, but still offer 100 pt. when shot.
Shoot the soldiers before shooting the fire so they won't run away.
The POW gives you some fire bombs, which you can also use to get the soldiers and box below.

A POW is hidden near the routing sign near the top of the screen.
After you kill the lazy seargeant, slash him a few more times to get a bonus.

On the flatcars, all gunfire aimed downwards will strike the ground instead of the flatcar.
This means that you can shoot the motorcyclers and grunts running on the ground below you.
All ordinance devices behave in the same way.
Once the train starts moving, bombs will bounce towards the rear of the train along the ground.

Cargo cars: The POW's just before the cargo cars have bonuses and a shotgun for you.
Each of the cargo piles can be shot to reveal food bonuses, making you fat.
A grunt usually holds his position between cars, throwing grenades.
Motorcycles cruise along the ground and more grunts assault you from the right.

When you become fat, your weapons cause slightly more damage.
From your pistol to your Drop Charge, your weapons have a new look about them.
Grunt standing in your way?
Waste him with your dinner fork!
Too tired to stand?  
Whip out your belt.
The bombs drop a little faster but travel farther.
The only drawbacks to being so hefty are having a slower walking speed, and only being able to take the same one hit before you blow up.
If you work out long enough (by running and gunning), you'll regain your former weight.

When you have time, check out the sitting and standstill animations (Mmmm, donut).

A stout tank attacks you on the flatcars.
Move right a screen and some trucks will pull up (they can run you over).
Each truck holds three grunts who throw grenades.
More will show up.
When one of the trucks is destroyed, paratroopers will fall from above, firing bazookas right at you.
Destroy the other truck to move on.

Boxcars: You'll meet up with shield, grenade, mortar, and sniper grunts here.
Hit the levers to lower a platform and jump to the roof.
Grunts on the walls of and inside the boxcars cannot be hit, except those very close to the sides (you can knife them, but they can also knife you).

Use some ingenuity when fighting the snipers.
They don't pop up when bullets are flying above them (gotta give them credit, they're not that stupid).
Wait them out, bomb them or keep firing while you close in and knife them.
[H] bullets will be absorbed by the vent shafts, but pistol shots won't.

It's a little difficult to bomb the mortar grunts without putting yourself in reach of their mortars.
Throw your bomb, then back off.

Livestock Cars: A rocket thrower is on top of the first car.
Use close attacks to knock open the locks.
Collect the pigs inside (1000 pt. each) the first one.
Be aware of the shield grunt inside the second car, who's holding the POW captive.
The mortar grunt can be shot through the roof, or taken out from the blast of a bomb thrown at the shield grunt.

Over the Bridge: The POW's give you a bonus, bombs, and a heavy firearm.

The action pans below, where hydrofoils pursue the train.
The operator takes only a shot to kill, but the hydrofoil will continue to launch missiles (the missiles move just as fast as the train, gaining altitude but losing velocity) and follow the train.
Keep firing until the hydrofoil smokes and finally blows up.
Two more will follow.

Engine: At the engine a group of grunts are hanging around.
The coal stack holds some Stones for you to throw.
Shoot inside the operator car to reveal a hostage (you'll get a coin if you destroy the armored rocket launcher first).
An armored rocket launcher drops on top of the operator car.
Jump to shoot at it, but shoot straight up to catch any rockets headed your way.

A grenade thrower and two POW's wait at the head of the engine.
One gives you a Big Heavy Machine Gun; the other gives you bombs.
From the head of the engine, you have to long jump to the flatcar of the next train.
If you manage to clear a long jump, you'll be rewarded with 50,000 pt.
Those who take the easy jump don't get anything.

A red chopper will attack you here, as well as grunts who appear from the right.
You have to jump between the engine and the flatcar in order to stay away from the chopper's bombs.
You can't dodge the bombs if you're caught at the very sides.

On the flatcars, a Harrier will drop within attack range.
It will fire its engines into overdrive and move from side to side, trying to burn you up.
On the second firing, tanks will show up and fire shells at you.
Sometimes a tank will fall and crash onto the flatcar.
If you stand in the middle of the screen (on top of or just to the right of the connector), you are safe from the engine blasts.
Use whatever bombs you have to quickly get the 10000 and 50000 bonus for ruining the engines (throw them at the very side of the plane's body.

The tanks complicate things a bit.
Stay in the middle, looking at the top of the screen to see if you have to dodge shells or falling tanks (they can hit you at any time).
If nothing is going to hit you, then stay still.

When the plane is destroyed, it will blow up and release a whole mess of coins.
Get whatever you can.

A Drop Charge is located just before the boxcars.
Carefully use it to take out the snipers and mortar grunts.
If you can't get the hang of it, the POW in the space between the cars holds a Heavy Machine Gun.

Use the Slug Flyer or bronze Metal Slug to take on the upcoming tanks, missile batteries, and airplanes.
(The bronze Metal Slug jumps higher and moves faster than the plain grey one.)
Motorcycles carrying bazooka grunts or explosive drive along the ground below.
A mortar grunt is usually located behind each vehicle.

The Slug Flyer is equipped with a Vulcan that is limited in angular range.  
Otherwise, it behaves just like the Vulcan's of the other vehicles.
(C) launches missiles.
(A)+(B) Kamikaze.
Gotta give props for the ejector seat and parachute.
2P can stand on top for protection or a vantage point.  
Throwing bombs and escaping must be done landed.
You can also ram grunts running around on the flatcars.

Air Battle: Groups of three airplanes will attack you with missiles.
The Metal Slug has the best chance against them, since it can easily shell them or concentrate Vulcan fire.

Having trouble nailing the planes with missiles?
Try flying just above the plane and launching your missile for a sure hit.


BOSS: Four Legger.

The Four Legger hugs the sides of a flatcar and begins its assault.
Its main weapon is a cannon that shoots flaming shells.
They have a strange trajectory, climbing in an arc, then falling straight down.
It also releases a group of hovering bombs (usually while someone is dodging cannon fire from above).
They take 10 shots each.
Four Legger uses an anti-aircraft cannon, which fires either groups of three large shots or an interrupted spray of smaller shots.
A flamethrower is tucked away in a lower compartment.

While the Four Legger is standing, shots pass through its legs (this means you have to jump to shoot at it).
Everything except the flamethrower can be avoided by hiding underneath its legs, firing up into its crotch.
The flamethrower has a range of 1/2 screen (it's safe to stand in the black smoky portion of the flame).

If you see steam vented from its legs, move over to the left to avoid being crushed.
The steam vents from the legs indicate that Four-Legger is about to sit on the car, crushing anyone underneath.
While sitting, those on foot can jump onto Four Legger's lower compartment, and fire from a crouch, evading everything except the hovering bombs.
The Slug Flyer can evade fire by flying directly above Four Legger.
When it puts away its anti-aircraft cannon, fly back to the left, because it's about to stand up again.

Rumi and a wandering POW will appear every now and then (there is a correspondence to the timer numbers that I can't remember).

Defeated, Four Legger loses its grip on the car, and begins to slide away from the train.

Mission 3 complete!


Mission 4: Chinese City, Downtown

Blast the first truck to release a POW from the refrigerator.
Be sure to collect as much of the food as you can.

Occasionally a motorcycle will race your way.
Shot at them to set off the explosives they're carrying.  

Most of the buildings can be demolished, revealing hidden POW's and more food.  
Some of the hard to reach POW's can be reached by knocking down the building they're on or the one next to it.

The parked double decker bus converts into a barricade.
A POW is hanging above it.
In the wreckage of the bus, you'll pick up bullets and bombs.
The POW inside will give you a Drop Charge.

Dry creek: A POW is hanging near the wreckage to the right when you jump into the creek.  
Missiles will fly out of the wells (the first fires one, the second two, and the third three at a time).
Various grunts are hiding beyond the wells.  
Shield grunts patrol the platforms above.

A tall tank will approach, with grunts climbing over to bomb you.
Hyakutaro Ichimonji (the fireball tossing POW) is tied up on top of it.
When you defeat it, you'll get a Laser rifle and some Stones.
Try throwing them at the frogmen jumping out of the last well.  

Not-so-dry creek: When you reach the oil rig type platform, you'll find a squad of grunts guarding it.
A sniper attacks from behind sandbags.
A shield and mortar grunts are also present in the group; the rest throw grenades.

You can shoot into the water to get some fish (there are at least three locations around the platform).
Three more POW's are hidden above the platform, giving you bonuses.

Residential Area: The aliens have made some progress since MS2.
You'll fight drones around here.
There are still POW's and grunts around here.
Some of the houses release food when destroyed.

At the bottom, you'll find a Metal Slug.
Nearby, you'll find Jeeps and Missile Batteries.
One of the POW's has Armor Piercing shells for the Metal Slug.
You can destroy the stone blocks and the roofs of houses for points.

Take out the pillar of grunts ahead.
You can stand on the platforms of similar pillars to get a better angle when fighting:


BOSS: Big Big Ass Tank

The twin-barreled cannons (about 8 on the side you're fighting, 40 pistol shots each) fire teardrop shells in a variety of directions.
When five of the cannons are destroyed, the front end opens up to reveal a 3-foot cannon (the second time it does so, any remaining cannons are destroyed).
It will fire 3-foot shells at you, making a big explosion on the ground, or destroying any pillars, roofs, or stones.

Only the cannons take damage during this battle.
Shoot whatever guns you can aim at during the battle.
If using the Metal Slug, try for the lower cannons first.
They are either on level with the Metal Slug on higher ground, or within jumping distance on lower ground.
Use the houses and boulders to aim for the higher guns.

When fighting the 3-foot cannon, concentrate fire on the cannon portion itself.  
All you really have to avoid are the shells.
Impressive as the explosions are, they don't do any damage.
You can jump onto the explosions for a little "ride".  
They also propel the Metal Slug into the air; opening up A.P. shots to the cannon.

If you're on foot, stand below the cannon, firing at the yellow/black warning decal just to the side of the barrel.
In the Metal Slug, try to stay a bit behind the cannon, so it has to fire at a slight angle.
Jump above the shell, firing some of your own, and ride the blast for some Vulcan hits and another shell opportunity.

The 3-foot cannon only has a range of 90 degrees (45 degrees from vertical on each side).
It has 5 or 7 firing positions.

When defeated, the tank ceases to function and smolders in the background.  

Mission 4 complete!


Mission 5: New York City

Whenever you are safe from harm, jump on top of any of the cars, firing downwards (20 shots, three rockets, or one bomb).
Eventually, the car will burst in flames, sending you into the sky.
A lot of the bonus items here are within jumping reach of an airborne car.
Sometimes, a weapon (or point bonus) will be left in the remains of the vehicle.

You'll encounter a lot of grunts and two swarms of minicopters along the street.
Jump on top of parked cars/trucks to get yourself within bombing range of the minicopters.

Some of the street signs hold secret POW's.
At the end of the street, shoot at the fire escape of the last building for a bird's nest.
Fire into the tree for some fruit.

Underground Railroad: The street ends in a steep embankment.
Don't run into the entrance right away, as a tall tank rushes out on the rails.
While fighting this, watch for the grunts that try to stab you.
Shoot at the top of the arch for a POW (It's probably easier to try this before you kill the talking grunts).

Subway: Inside the subway system, you'll face a number of grunts and minicopters.
All of the warning lights holds a hidden POW (you may have to wait until a train passes by).

When the bells ring (and bats fly ou) stretch out your hands.
A train will approach from the right, so fire immediately.
If you don't, the train pushes you to the end of the screen, crushing you.
Each shot pushes the train back a little bit (demonstrating the pistol's firepower!).
The trains take about 100 shots before upending, so keep up a constant fire.
Bombs and other firearms have the same effect.
The first train leaves behind a pig.

A Super Tank will attack you.
It has two sets of cannons, both of which flash before firing.
The lower of the two has to be ducked or jumped over.
A driver will pop up occasionally and fire his rocket launcher.
You'll have to jump over the tank occasionally, so watch out for the missile bay in the back.  

Three more trains will arrive.
After destroying each one, run to the right to regain any lost ground.
When the second of these arrives, some grunts will attack.
The ones falling from above may be killed with a well-timed bomb blast.
Should a grunt come up from behind, turn around, fire, and turn back, or have a second player watch your back.
The last train pushes much harder than the others, making it almost impossible for one player to destroy by himself/herself.

Sewers: The funny looking box with the arrow on it is a crank.
After you find the lever, press (A) to wind it.
After three turns, an item will drop down.
The first is a Big Laser Rifle.

Shoot down the gate to open up the rest of the level.
(The sign roughly says "Caution, mutants!")
Throughout this level, mutants will attack you.
They try to self-destruct by your side.
Crouch to fire at the ones on the floor.
One or two close attacks should also work.
Quick shots can kill the ones on the ceiling before they drop to the floor.
If a red one is in the group you're fighting, be prepared to jump away from a self-destruction blast.

Inside the next area, you'll see a crank for a Flame Shot and a Slugnoid.
The next crank gives you another Flame Shot and Slugnoid.
When you fire the cannon, the shell makes a fiery impact with the ground, burning any mutants nearby.
Both flame weapons make fighting the mutants very easy.
Try to shoot groups at a time to conserve ammo.
  
The mutants behind the last gate may also crawl on the walls.
These tend to stay on the walls, crawling along it until they can self-destruct.

A squad of tanks confronts you by the staircase.
Don't let any tanks at the top of the stairs catch you by surprise as they roll down.
You'll find a third Slugnoid at the end of the sewers.


BOSS: Nuclear Submarine

Surfacing from the sewer slime, the sub attacks with a lot of lightning balls.
They come in three kinds of waves:

Single:  About four to five single LB's.
They fly directly at you.

Spray:  Two, four or five LB's form an arch.
It will attack with two or three of these.

Homing:  These red LB's rise quickly to the level of the walkway, then head in some kind of high/low pattern.

The sub also has a lighning cannon.
This shares the same compartment with the LB generator.
When you see double barrels pop up, prepare for some serious thunder.

It tends to use single balls first, then alternates between the other three lightning attacks.

The strategy of bombing the boss to death doesn't seem so cheesy here, since it can easily destroy your Slugnoid or yourself.
Fire the Vulcan and shell it at the same time.
Carefully watch the lightning attacks to judge how you should avoid them (there's no more slowdown to help you here).

Remember, if you lose both cannon arms and use all of your shells when riding a Slugnoid, use the Suicide Drop to hit the submarine.

When defeated, the sub sinks into the waste below.

Mission 5 complete!


Final Mission: The first sign holds a bunch of food (enough to make one person fat).

Missiles fly out of the freezing water.
Jump between them, which is safest when your head just touches the end of the last missile.
A late jump sends you on top of the next missile.
Grunts will attack you from behind sandbags.  
Rocket throwers and a bazooka grunt will attack you from the platform with the searchlight.

You'll come to a mountainside.
Here, watch for parachuters, snipers, and mortars.
The sign with the arrow hides a single POW.
Pretty sneaky, huh?

Mountain Bridge: A wooden bridge and heavy winds makes for a spectacular effect.
As you deal with parachuters, bowlers, grenade and rocket throwers, the bridge waves tremendously.
Large rockets travel with the waving of the bridge (you can jump on top of them).
Rolling bombs roll along the entire length of the bridge; their view can be obscured by the high segments of the bridge.
Don't be surprised if you jump onto the bridge peaks and die a sudden death.

The best place to throw your bombs is to the left of peaks, so they fly over and hit grunts on the other side.
Grunts stationed at the end of the bridge fire mortars and roll bombs.  

A yellow shield grunt holds a weapon for you before you battle the Super Soldier.

Super Soldier challenges you to a showdown.
But this time, he's brought reinforcements.
Throughout the fight, grunts will try to bomb you.
Super Soldier attacks with a chaingun, firing a burst of bullets in six basic directions (forward, diagonally up, diagonally down).
He throws bombs straight at you (they're similar to yours, without the bounce).
If you approach him, he'll pull out his knife to swipe at you.

All of his horizontal shots can be ducked.
Sometimes, you can knife him once, jump away while he pulls out his own knife, knocking a few shots into him as he does so, then running away from him.
Try to work your way onto the small ledges, with him on the other side.

When he dies, you can recover his chaingun (as a Heavy Machine Gun).
Shoot at the building at the top of the scene to release a POW.

Dry-dock: Head down the stairs and punish the slackers who thought that Super Soldier could defeat you.
From here, you'll climb up a gentle ramp, confronting mortars and snipers ahead, and shield grunts below.

A few shield grunts will protect mortar grunts below.
They'll also protect a missile battery.
A few snipers will try to ambush you from behind.
  
Submarine factory: Knock the foreman out of his post at the top of the screen.
A bomb crate will fall from the control post.
The submarines take damage, passing it on to grunts standing on deck.

Most of the grunts here can throw their grenades anywhere on screen.
Look carefully for any gaps you can run through, and use your own bombs if you need to.

Corridor: You'll face a lot of alien packs here.
Small platforms give you access to some of the prisoners on the top level, but it's easier to fight aliens on the lower platform.

The first melee has you fighting groups of snipers as well as aliens.
The second pits you against blue aliens towards the end.


BOSS: Battle Drone

Most of the time it will send out up to four Pods after you.
They tend to target a single player, and fly away when that player dies.
A few bombs or 25 shots should take care of each Pod.
Try to follow the same one around.
If you can destroy one, you'll get a bonus or a weapon.

The Battle Drone has only two major attacks of its own.
It will hover to the top right of the screen, and bombard you with a blanket of plasma bombs, or hover above the building and expose its lightning rod to fire bolts at you.
Keep a constant fire when free from the Pods.
Use the platform to the left whenever possible.
Move in between the bombs in the blanket, shooting the Drone as it passes above.
Move underneath the bright area in the background so you can fire at it when it returns.
When the rod is exposed, it will prime up for two seconds, then fire a bolt.
It can strike the ground up to 45 degrees from vertical.
Tease the rod (you have to be within 20 degrees when doing so), jump away and take some shots, then repeat.

When defeated the Battle Drone crashes into the building.
After a moment of smoldering, the Mothership drops down and tractor beams pull the drone into the heart of the ship.


FINAL BOSS: Mothership

The Mothership sends out more Battle Pods.
Its main (and only) weapon is a Planet Buster, which primes for two seconds, then fires.
Anything in its beam is instantly destroyed.

Throughout the fight, various grunts and tanks will join the battle.
But fear not, for they are here to help you.
Their attacks DO count, if you're wondering (the tanks do well against the pods).
The grunts and tanks take damage from the laser beams from the Battle Pods.
Try using the tanks and Shield grunts for cover.
Their shields will absorb laser shots.
You can also stand on top of their shields, but this isn't all that useful.

The Mothership itself is just one big target.
Aiming upward from anywhere on the available screen will hit some section of the ship.
The Planet Buster has a width of 1 1/2 small tanks, or 1/4 screen.

The soldiers are kind enough to bring in a fresh Metal Slug later in the Battle.
You just have to unload it from the truck.
The cannon is only effective against the Pods, and only when you're positioned on what's left of the platform to the left.
Jump to shell the pods just as they appear, firing your Vulcan at the Mothership.

Final Mission complete!


- SERIES:


1. Metal Slug - Super Vehicle-001

2. Metal Slug 2 - Super Vehicle-001/II

3. Metal Slug X - Super Vehicle-001

4. Metal Slug 3

5. Metal Slug 4


- STAFF:


Planning: Meeher, Akio

Enemy sequence: Narusawa, Arita

Character chief: Akio

Background chief: Susumu

Design: Cannon, Tomo, Kozo, Kuichin, Kon. Kitakichine, Ozi

Wizard: Andy

System modernize: Nakatsuka, Zen

Enemy's brain: Hirokun, Nishino

Tool engineer: Pierre

Sound: Hiya!, Captain Bero-ou

Produce: Takashi Nishiyama

Exec. producer: Yoshihiko Kodo

Hyper organizer: Eikichi Kawasaki


$end

#-----------------------------

#Metamoqester

$info=metmqstr,
$bio

Metamoqester (c) 1995 Banpresto / Pandorabox.


$end

#-----------------------------

#Meteoroids

$info=meteor,
$bio

Meteoroids (c) 1981 Venture Line.


$end

#-----------------------------

#Metro-Cross

$info=metrocrs,metrocra,
$bio

Metro-Cross (c) 05/1985 Namco.


$end

#-----------------------------

#Mexico 86

$info=mexico86,
$bio

Mexico 86

This game is a bootleg of Kick and Run.


$end

#-----------------------------

#Midnight Resistance

$info=midres,midresu,midresj,
$bio

Midnight Resistance (c) 10/1989 Data East.


- STAFF:


Design: Koji Akibayashi

Software: Yuichi Nishimura, Naoya Hanada, Yuji Ohtomo, Tac. H

Hardware: Keiichi Yoshida, Hiroyuki Iwabe, Shingo Mitsui

Graphic: Tomoo Adachi, Kazumi Minagawa, Fujimi Ohnishi, Yoshinari Kaihoh

Sound: Ahsa, Mard, Fuse, Kiwchi, Hitomi


$end

#-----------------------------

#Mighty Guy

$info=mightguy,
$bio

Mighty Guy (c) 09/1986 Nichibutsu.


$end

#-----------------------------

#Mikie

$info=mikie,mikiehs,
$bio

Mikie (c) 10/1984 Konami.

This game is known in Japan as Shinnyuushain Tooru-Kun.


- UPDATES:


*Shinnyuushain Tooru-Kun*
This is the original romset.
Mikie has red hair (because we all know that redheads are temperamental troublemakers :) )
Football players are now Bulky Students (Classroom) or Police/Probation Officers (Garden).
All of the students wear uniforms, including Mikie.
Your classroom teacher wears a white shirt and is somewhat pudgier than his American counterpart.
Many of the rooms also have a slightly different appearance, and I believe the dance studio teacher wears glasses.
Go figure.


*Mikie (High School Graffitti)*
Aside from the noticeably different decor in the homeroom (all right, it's only the blackboard), there are several MAJOR differences in this MUCH harder romset.
Hearts that were normally in glass cases are stacked as piles of three hearts (you only have to time the last heart for Perfects).
Furthermore, you can't headbutt in this version, you have to yell, which temporarily stuns enemies EXCEPT FOR your homeroom teacher, who cannot be stopped except by thrown items.
Yelling is also much shorter range than headbutting, making timing crucial.
Not a romset for the weak-reflexed.

Most importantly though is that if you take too long in a room, the Classroom teacher can throw what looks like either a necklace or dentures at you.

On the plus side, you recover faster from a yell than a headbutt (less lag time) and enemies don't speed up as fast as they do in the other romsets (unfortunately, it seems as though the homeroom teacher will speed up on his own in this romset).


$end

#-----------------------------

#Mille Miglia 2 - Great 1000 Miles Rally

$info=gtmr2,
$bio

Mille Miglia 2 - Great 1000 Miles Rally (c) 1995 Kaneko.


- SERIES:


1. Great 1000 Miles Rally

2. Mille Miglia 2 - Great 1000 Miles Rally


$end

#-----------------------------

#Millipede

$info=milliped,
$bio

Millipede (c) 11/1982 Atari.


- TIPS & TRICKS:


If "Continue Game" is turned on, you can keep continuing at a higher level each time.
However, you must gain at least one extra man in each continued game to continue that game.
This process stops when you reach the 300,000 point mark.
At this point, no matter how high your score gets (i.e. 400,000, 500,000 etc.), you will NOT be able to continue your game at a higher score.


- STAFF:


Designed and programmed by Ed Logg.


$end

#-----------------------------

#Minefield

$info=minefld,
$bio

Minefield (c) 1983 Stern.


- STAFF:


Designed and programmed by Chris Oberth.


$end

#-----------------------------

#Minesweeper

$info=mineswpr,
$bio

Minesweeper (c) 1983 Stern.


$end

#-----------------------------

#Mini Golf

$info=minigolf,minigol2,
$bio

Mini Golf (c) 11/1985 Bally Sente.


- UPDATES


In Mini Golf (set 2), a screen with two missing childs (Tahj Allen Merriman, and Steven Phillip Curtis) appears after the first demo.


- STAFF:


Game design: Dennis Koble

Art direction: Roger Hector

Sound: Jesse Osborne

Art: Gary Johnson, Bil Maher, Mark McPhee

Technical support: Dave Ross, Owen Rubin, Paul Brandt, Ed Rotberg


$end

#-----------------------------

#Minivader

$info=minivadr,
$bio

Minivader (c) 1990 Taito.

This is a test board sold in Japan together with every cabinet.


$end

#-----------------------------

#Minky Monkey

$info=mmonkey,
$bio

Minky Monkey (c) 1982 Technos / Roller Tron.


- STAFF:


Director: N. Tomiyama

Sound director: T. Tako

Art designers: H. Fukuda, M. Kogoma

Programer: N. Tomiyama


$end

#-----------------------------

#Minnasanno Okagesamadesu

$info=minasan,
$bio

Minnasanno Okagesamadesu (c) 01/1991 Monolith.


$end

#-----------------------------

#Mirai Ninja

$info=mirninja,
$bio

Mirai Ninja (c) 1988 Namco.


$end

#-----------------------------

#Miss Bubble 2

$info=missb2,
$bio

Miss Bubble 2

This game is a bootleg of Bubble Bobble.


- UPDATES:


A rather odd bootleg of Bubble Bobble with level select, redesigned levels,  redesigned (8bpp!) graphics, and different sound hardware...


$end

#-----------------------------

#Miss Mahjong Contest

$info=mcontest,
$bio

Miss Mahjong Contest (c) 11/1989 Nichibutsu.


$end

#-----------------------------

#Miss World '96

$info=missw96,
$bio

Miss World '96 Nude (c) 1996 Comad.


- SERIES:


1. Miss World '96 Nude

2. New Miss World


$end

#-----------------------------

#Missile Command

$info=missile,missile2,
$bio

Missile Command (c) 06/1980 Atari.

A hack of this game is called Super Missile Attack.


- TRIVIA:


Originally called Armeggedon, Missile Command was designed at a time that the United States and Russia were locked in a fierce "cold war".
The idea began when Lyle Rains received a clipping of a magazine story about satellites.
He passed this article on to Dave Theurer who then designed the game.
Dave says work on the game became so intense, he had nightmares of impending nuclear holocaust on a regular basis.


- TIPS & TRICKS:


Missile Command has 2 bugs.
At 810,000 you are awarded an almost unlimited amount of cities (I computed it to be 240 at one time).
After 255 screens, a screen is displayed with 0x points.
The actual points awarded on this screen are 256 times the normal points.
After completing this screen (and racking up a lot of points!), another screen is displayed with 0x points, but this time, the level ends as soon as it starts with just bonus points awarded, no screen is actually played.
For each of the 30 missiles left and 6 cities left, 256 times normal points are awarded.
The screen following this one starts the game over at 1x points, a slow first screen, but with the score maintained.
The score rolls over after 999,995 points.


A piezoceramic gas lighter could be used to produce a electric flash.
If you put this flash on metal parts of the Missile Command cabinet you get, after a few flashes, 40 or 99 credits.
This trick worked also on a few other arcade machines but on Missile Command it worked perfect.
I wouldn`t recommend to try out the trick now because it may damage the inside electronic.


- SERIES:


1. Missile Command

2. Missile Command 2


- STAFF:


Designed and programmed by Dave Theurer (Tempest) and Rich Adam.


$end

#-----------------------------

#Missing in Action

$info=mia,mia2,miaj,
$bio

Missing in Action (c) 01/1989 Konami.


$end

#-----------------------------

#Mission 660

$info=m660,m660b,m660j,
$bio

Mission 660 (c) 1986 Taito.

This game is also known as Alphax Z.


$end

#-----------------------------

#Mister Viking

$info=mrviking,mrvikngj,
$bio

Mister Viking (c) 06/1984 Sega.


- STAFF:


Programmed by A. Kawahara, and K. Iwanaga.


$end

#-----------------------------

#Mizubaku Daibouken Adventure

$info=mizubaku,
$bio

Mizubaku Daibouken Adventure (c) 09/1990 Taito.

This game is known outside Japan as Liquid Kids.


$end

#-----------------------------

#Mobile Suit Gundam

$info=msgundam,
$bio

Mobile Suit Gundam (c) 09/1993 Banpresto.


$end

#-----------------------------

#Moeyo Gonta!!

$info=moegonta,
$bio

Moeyo Gonta!! (c) Yanyaka.

This game is known outside Japan as Lady Killer.


$end

#-----------------------------

#Moguchan

$info=moguchan,
$bio

Moguchan (c) 1982 Orca.


$end

#-----------------------------

#Mole Attack

$info=mole,
$bio

Mole Attack (c) 1982 Yachiyo Electronics.


$end

#-----------------------------

#Momoko 120%

$info=momoko,
$bio

Momoko 120% (c) 1986 Jaleco.


$end

#-----------------------------

#Money Money

$info=monymony,
$bio

Money Money (c) 05/1983 Zaccaria.


$end

#-----------------------------

#Money Puzzle Exchanger

$info=miexchng,
$bio

Money Puzzle Exchanger (c) 01/1997 Face.

This game is known in Japan as Money Idol Exchanger.


- STAFF:


Producer: Kengo Asai

Planner: Starman

Program: Piggy

Graphic Design: Sabby, Toshikazu Uechi, Mariko Sumiyoshi, Mutsuo Kaneko

Sound Director: Shigeaki "Anithin'" Irie

Composer & Sound Programing: Kennosuke Suemura, Norihiko Togashi

Character Design & Animation Part: Atsuko Ishida

Animation Studio: JC Staff

Voice Cast: Sakura Tange, Yukana Nogami, Yuko Nagashima, Rumi Kasahara (voice of everyworker), Machiko Toyoshima, Houko Kuwashima, Hideo Ishikawa, Daisuke Sakaguchi


$end

#-----------------------------

#Monkey Donkey

$info=monkeyd,
$bio

Monkey Donkey

This game is as bootleg of Crazy Kong.


- UPDATES:


This bootleg uses a different color scheme than the original.


$end

#-----------------------------

#Monster Bash

$info=monsterb,
$bio

Monster Bash (c) 11/1982 Sega.


$end

#-----------------------------

#Monster Slider

$info=mslider,
$bio

Monster Slider (c) 1997 Visco / Datt Japan.


$end

#-----------------------------

#Monte Carlo

$info=montecar,
$bio

Monte Carlo (c) 1979 Atari.


- STAFF:

Designed and programmed by Dennis Koble.


$end

#-----------------------------

#Moon Alien Part 2

$info=moonal2,moonal2b,
$bio

Moon Alien Part 2 (c) 03/1980 Nichibutsu.


$end

#-----------------------------

#Moon Base

$info=moonbase,
$bio

Moon Base (c) 03/1980 Nichibutsu.

This game is a clone of Space Invaders Part II.


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Majestic Twelve - The Space Invaders Part IV

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


$end

#-----------------------------

#Moon Cresta

$info=mooncrst,mooncrsa,mooncrsg,mooncrgx,mooncrsb,mooncrs2,mooncrsu,
$bio

Moon Cresta (c) 07/1980 Nichibutsu.

Also Licensed to Gremlin. (09/1980)

This game is known in US as Eagle.

A bootleg of this game is known as Fantazia.

A hacked version is known as Super Moon Cresta.


- TIPS & TRICKS:


*Free Game*
If you reach 30,000 points (may depend on settings) the message “Enjoy another game” appears, and you get 3 more ships.
Note- your score is cumulative with that of your first game.


$end

#-----------------------------

#Moon Patrol

$info=mpatrol,mpatrolw,
$bio

Moon Patrol (c) 05/1982 Irem.

This game was licensed to Williams for US manufacture and distribution.


- TIPS & TRICKS:


When alien ships fly over, keep adjusting your speed or they will eventually hit you with a bomb.
Draw their bombs to one end of the screen, then shift to the other.


Although the part of the mines seems to be the more difficult, it isn't - all you have to do is not move your tank at all, only pressing the jump button.
You won't get many bonus points, but at least you'll survive.


The big key to this game is memorization.
After the beginner course, you go on to the champion course, which never changes no matter how many times you pass it.
Memorize the two courses, and you will almost never lose a life.


$end

#-----------------------------

#Moon Quasar

$info=moonqsr,
$bio

Moon Quasar (c) 10/1980 Nichibutsu.


$end

#-----------------------------

#Moon Walker

$info=moonwalk,moonwlka,moonwlkb,
$bio

Michael Jackson's MoonWalker (c) 07/1990 Sega.


$end

#-----------------------------

#Moonwar

$info=moonwar,moonwara,
$bio

Moonwar (c) 1981 Stern.


$end

#-----------------------------

#Moriguchi Hiroko no Quiz de Hyuuhyuu

$info=quizhuhu,
$bio

Moriguchi Hiroko no Quiz de Hyuuhyuu (c) 05/1995 Taito.


$end

#-----------------------------

#Mortal Kombat

$info=mk,mkprot9,mkla1,mkla2,mkla3,mkla4,mkr4,
$bio

Mortal Kombat (c) 07/1992 Midway.


- TRIVIA:


Mortal Kombat is the first game to use digitized stills of actual actors taken using a green screen technique instead of hand drawn graphics.

In the first releases of the game, toggle switches were added at the backs of the dedicated boxes that did nothing.
They were added to appease concerned operators or parental groups that there was a "blood" mode and a "less bloody" mode.

The heads used in the background of the first stage and in the spike pit are actually those of the programmers themselves!

The statue of Buddha in the background of the courtyard stage was actually a lawn ornament from a neighbor's yard.


- UPDATES:


Version 1.0: First release of Mortal Kombat, In a two player game, both players could not choose the same character, Liu Kang had Uppercut - Flying Kick Combo.

Version 2.0: Both players could choose the same character, New Shang Tsung death animation added, Merchandise promo added, More blood added.

Version 3.0: Computer Intelligence increased, Reptile added.

Version 4.0: Reptile clues added (shadows on moon), Sonya and Kano could fight Reptile, Block allowed during fatality, Goro's theme played during all Endurance rounds.


- SERIES:


1. Mortal Kombat

2. Mortal Kombat II

3. Mortal Kombat 3

4. Ultimate Mortal Kombat 3

5. Mortal Kombat 4


- STAFF:


Design and Software: Ed Boon

Design and Graphics: John Tobias

Music and Sounds: Dan Forden

Background Graphics: John Vogel

Executive Producers: Neil Nicastro, Ken Fedesna

Senior Hardware technician: Sheridan Oursler

Cabinet Design: Ray Czajka


*Cast*

Daniel Pesina as Johnny Cage, Scorpion, and Sub-Zero.

Richard Divizio as Kano.

Carlos Pesina as Raiden.

Ho Sung Pak as Liu Kang, and Shang Tsung.

Elizabeth Malecki as Sonya.

Goro character design by John Tobias.

Stop motion miniature by Curt Chiarelli.


$end

#-----------------------------

#Mortal Kombat II

$info=mk2,mk2r14,mk2r21,mk2r32,mk2r42,mk2r91,mk2chal,
$bio

Mortal Kombat II (c) 11/1993 Midway.


- TRIVIA:


This game was the first Midway release to use the DCS Sound System.


- UPDATES:


Version 1.4: Mileena's ground roll move added, Kung Lao's aerial kick added, Sub-Zero could do the first part of the freeze-uppercut fatality during the match, Danger indicator added, This version contained many but not all aspects of version 2.1.

Version 2.1: First "official" release version, Intro text slightly changed, Reptile's slide added, Ending story and credits added, Computer intelligence improved, Nearly all fatalities were added, Friendships and babalities were added, The pit/spike fatality was added, Smoke and Jade were added, Kintaro and Shao Kahn easier to defeat, Could keep Kintaro and Shao Kahn up in the corner by using repeated punches, Could crash the game through baby brutalization, Doing Shang Tsung's soul stealing fatality against Jax could sometimes crash the game.

Version 3.1: More amounts of blood added, Dead Pool fatality added, Noob Saibot added, Raiden's super uppercut fatality added, Kung Lao's friendship added, Pictures of the creators added after the credits, Revolution X and DCS ads added, Comic and CD offer shows picture of CD, Computer intelligence increased, Computer has ability to do missile weapons in the air, Multiple babality problem fixed, Repeated punches in the corner against Kintaro fixed, Kitana's multiple fan lifts in the corner fixed, Sub-Zero freeze - punch - freeze - punch... fixed.

Version 4.2: This is a pirated ROM and is not an official Midway release, It is only in a few arcades across the country, Uppercuts are faster, Cage does red shadow kick and uppercut every time, Cages shadow kick goes twice as far, Barakas roundhouse has awesome range, Noob Saibot after only six wins, Pong after only 20 or so wins, Secret characters vulnerable to missile weapons, Liu Kang has a red dragon fatality, Kung Lao has a bones in his hat fatality.



- TIPS & TRICKS:


*Random character*
Press Up + Start at the fighter selection screen without moving the selection box from its original position. 


*Disable throws in versus mode game*
Hold Down + HP on player one and two's controls after both fighters have been selected. A message will confirm correct code entry. 


*Display top fifteen players*
Press Down during attract mode. 


*Fight against Jade*
Progress through the game until the match that precedes the "?" match.
Defeat your opponent using just low kicks.
Jade will now be your opponent during the "?" match. 


*Fight against Noob Saibot*
Win 50 consecutive matches. 


*Fight against Smoke*
Press Down + Start when Dan says "Toasty" on the Bridge stage. 


*Pong*
Accumulate 250 battles at the versus screen.
Both players can play the Pong mini-game. 


- SERIES:


1. Mortal Kombat

2. Mortal Kombat II

3. Mortal Kombat 3

4. Ultimate Mortal Kombat 3

5. Mortal Kombat 4


- STAFF:


Design and software: Ed Boon

Design and graphics: John Tobias

Sound and music: Dan Forden

Game Testers/Specialists: Kerry Marzo, Eddie Ferrier


*Cast*

Richard Divizio as Baraka.

Ho Sung Pak as Liu Kang.

Carlos Pesina as Raiden.

Daniel Pesina as Johnny Cage, Sub-Zero, Reptile, and Scorpion.

Katalin Zamiar as Kitana, and Mileena.

Anthony Marquez as Kung lao.

Phillip Ahn M.D. as Shang tsung.

John Parrish as Jax.


$end

#-----------------------------

#Mortal Kombat 3

$info=mk3,mk3r10,mk3r20,
$bio

Mortal Kombat 3 (c) 1994 Midway.


- UPDATES:


Prototype 4.0: AAMA warning in black, Shao Kahn just falls over when defeated, No ending credits, Computer only does combos for finishing moves, Motaro could be frozen by Sub-Zero, Motaro and Shao Kahn turn white when frozen.

Revision 1.0: AAMA warning in black and blue, Sindel, Kabal, Cyrax, and Sektor's Animalities added, Kano's fatalities have been changed, Galaxian game added, Vs. codes hve been changed, Winning streak added, Ultimate code added, Subway and Shao Kahn Tower fatalities added, Credits listed, Performing Kabal's animality without a mercy resets the game, Computer does fatalities, Motaro could be frozen by Sub-Zero.

Revision 2.0: Computer intelligence increased, Main Story Plot added, More blood added, Finishing moves have been changed, Characters with unchanged finishing moves:  Stryker, Kung Lao, Sindel, Kabal's screamer, Babalities added, Friendships added, Combos altered, Shao Kahn's death altered, Movie Promo added, Antony Espindola included in the credits, Sub-Zero can no longer freeze Motaro, Smoke's finishing moves added, Shao Khan looks normal when frozen, instead of white.

Revision 2.1: Computer intelligence increased, Damage on some combos lowered (Sub-Zero, Kabal), Free credit trick taken out, Smoke stays in memory after UKC is entered.  (Smoke will be erased in earlier versions should the game reset to factory default settings.), Cyrax's double fatality glitch removed.


- TIPS & TRICKS:


*Kombat Kodes*
Press the following buttons at the VS screen to activate the following Kombat.
Note: The player one portion of the codes must be entered before the player two portion. 

Play as Smoke
Player one: Press HP(x2), BL(x9), HK(x2).
Player two: Press HP(x2), LP(x2), BL(x2), LK(x3), HK (x4).

Unlimited run
Player one: Press LP(x4), BL(x6), LK(x6).
Player two: Press LP(x4), BL(x6), LK(x6).

Dark Kombat
Player one: Press LP(x6), BL(x8), LK(x8).
Player two: Press LP(x4), BL(x2), LK(x2).

Psycho Kombat
Player one: Press LP(x9), BL(x8), LK(x5).
Player two: Press LP(x1), BL(x2), LK(x5).

Randper Kombat
Player one: Press LP(x4), BL(x6).
Player two: Press LP(x4), BL(x6).

Blocks disabled
Player one: Press BL(x2).
Player two: Press BL(x2).

Player one has 1/4 energy
Player one: Press LP(x7), LK(x4).

Player two has 1/4 energy
Player two: Press LP(x7), LK(x7).

Fight Motaro
Player one: Press LP(x9), BL(x6), LK(x9). 
Player two: Press LP(x1), BL(x4), LK(x1).

Fight Shao Kahn
Player one: Press BL(x3), LK(x3).
Player two: Press LP(x5), BL(x6), LK(x4).

Fight Smoke
Player one: Press LP(x2), LK(x5).
Player two: Press LP(x2), LK(x5).

Play Galaga
Player one: Press LP(x6), BL(x4), LK(x2).
Player two: Press LP(x4), BL(x6), LK(x8).

Fight Noob Saibot
Player one: Press LP(x7), BL(x6), LK(x9).
Player two: Press LP(x3), BL(x4), LK(x2).

No life bars
Player one: Press LP(x9), BL(x8), LK(x7).
Player two: Press LP(x1), BL(x2), LK(x3).

Throws disabled
Player one: Press LP.
Player two: Press LP.


- SERIES:


1. Mortal Kombat

2. Mortal Kombat II

3. Mortal Kombat 3

4. Ultimate Mortal Kombat 3

5. Mortal Kombat 4


- STAFF:


Software: Ed Boon

Graphics: John Tobias, Steve Beran, Tony Goskie, Dave Michicich, John Vogel

Sound and Music: Dan Forden

Executive Producers: Neil Nicastro, Ken Fedesna, Paul Dussault

Hardware Design: Pat Cox, Steve Correll, Ray Gay, Mark Loffredo, John Lowes, Ray Macika, Cary Mednick, Steve Norris

Senior Hardware Technicians: Sheridan Oursler, Al Lasko, Jeff Peters

Sales and Marketing: Joe Dillon, Rachel Davies, Lenore Sayers, Mark Chan, Roger Sharpe

Grunts, Screams, Groans and Gibberish: John Hey, Peg Burr, Dan Forden, Ann Mazza, Vince Pontarelli, Ed Boon

Game Testers / Analysis: Mike Vinikour, Eddie Ferrier


*CAST*

Kano: Richard Divizio

Sonya: Kerri Hoskins

Kabal: Richard Divizio

Jax: John Parrish

Stryker: Michael Obrien

Liu Kang: Eddie Wong

Nightwolf, Sektor, Cyrax, Smoke: Sal Divita

Sub-Zero, Shang Tsung, Scorpion, Reptile, Ermac: John Turk

Kitana, Jade, Mileena: Becky Gable

Sindel: Lia Montelongo

Shao Kahn: Brian Glynn

Kung Lao: Tony Marquez

Voice of Shao Kahn: Steve Ritchie


$end

#-----------------------------

#Mosaic

$info=mosaic,
$bio

Mosaic (c) 1990 Space.

Also licensed to Fuuki.


$end

#-----------------------------

#MotoRace USA

$info=motorace,
$bio

MotoRace USA (c) 07/1983 Irem.

Licensed to Williams.


$end

#-----------------------------

#Motos

$info=motos,
$bio

Motos (c) 09/1985 Namco.


- STAFF:


Game Design: T. Okadaman

Programmer: Kosei Matz.

Music Composer: Nakagattan

Graphic Design: Satoru Chan

Engineer: Sig-El

Debugger: M. Taguchin

Supervisor: Sing Kozima


$end

#-----------------------------

#Mouja

$info=mouja,
$bio

Mouja (c) 1996 Etona.


$end

#-----------------------------

#Mouse Trap

$info=mtrap,mtrap3,mtrap4,
$bio

Mouse Trap (c) 12/1981 Exidy.


- STAFF:


Designed and Programmed by Larry Hutcherson.


$end

#-----------------------------

#Mr. Do vs. Unicorns

$info=douni,
$bio

Mr. Do vs. Unicorns (c) 11/1982 Universal.

This game is known outside Asia as Mr. Do's Castle.


$end

#-----------------------------

#Mr. Do!

$info=mrdo,mrdot,mrdofix,mrdoy,
$bio

Mr.Do! (c) 1983 Universal.

A bootleg of this game is known as Mr. Lo!, and another called Mr. Du!.

A hack is known as Yankee DO!


- TRIVIA:


Inspired by Dig Dug.
The first of a series of four Mr. Do! games, this one was the biggest success.
None of Universal's games did near as well as Mr Do, and Universal disappeared  in the video game crash of 1983-84.


- TIPS & TRICKS:


It's possible to win 255 lives on the first screen, but only if an apple appears in the top two rows of the playfield.

Begin by digging a tunnel directly from the bottom of the screen to just below the apple, but leave enough dirt under it that it doesn't fall.

Next, kill all of the enemies but one, then lose all of your extra lives.
As soon as you're on your last life, go right under the apple and wait.

Eventually, the remaining enemy will come after you.
Allow the apple to drop, but, in the interval before you're squashed, kill the enemy with the powerball. If all has gone well, you'll be carried to the bottom of the screen, the music will go haywire for a moment, and you'll be awarded 255 extra lives.

Note that you should always lose a life before spelling 'EXTRA', or you'll roll back to zero lives, so, to be safe, immediately kill yourself at the start of level two.

*Important* This trick will only work with the Taito version of Mr. Do!


Squashing three badguys with an apple generally causes a letter guy to come out.
If you time things right you can quickly get the letters you need to spell EXTRA.


*Here's a neat trick*
You can divide the screen into a grid.
The cheries, apples, and tunnel corners are all centered on a grid element.
If you are being chased by the normal badguys (not ghosts) you can dig and stop between grid elements.
The badguy will think it needs to turn into a digger to get you.
While he's changing forms, you can escape.


The letters come out every 5,000 points.
So you get one at 5, 000 10, 000 etc.
With careful timing of point scoring you can select the letters you need to get extra men.


Also the elusive free game 8, 000 point diamond.
It does appear randomly most of the time, but you can force it to appear by eating the "fruit" in the centre of the screen and then setting things up so that when you kill the letter carrying monster its apple falls and breaks "after" the other three monsters apples have fallen and broken open.


$end

#-----------------------------

#Mr. Do's Castle

$info=docastle,docastl2,
$bio

Mr. Do's Castle (c) 09/1983 Universal.

The asian version of this game is known as Mr. Do vs. Unicorns.


- UPDATES:


The later revision has extended game play by the inclusion of blocks with cherries embedded in them.
Also, the replay Diamond was added. 


$end

#-----------------------------

#Mr. Do's Wild Ride

$info=dowild,
$bio

Mr. Do's Wild Ride (c) 01/1984 Universal.


$end

#-----------------------------

#Mr. Du!

$info=mrdu,
$bio

Mr. Du!

This game is a bootleg of Mr. Do!.


$end

#-----------------------------

#Mr. Goemon

$info=mrgoemon,
$bio

Mr. Goemon (c) 05/1986 Konami.


$end

#-----------------------------

#Mr. Heli no Dai-Bouken

$info=mrheli,
$bio

Mr. Heli no Dai-Bouken (c) 1987 Irem.

This game is also known as Battle Chopper.


- STAFF:


Y. Tagami, Y. Shimizu, M. Hamada, T. Tanabe, M. Ishida, K. Odagiri, R. Shobu, Momoko.T, T. Sumita, Hiroki.S


$end

#-----------------------------

#Mr. Jong

$info=mrjong,
$bio

Mr. Jong (c) 1983 Kiwako.


$end

#-----------------------------

#Mr. Kougar

$info=mrkougar,mrkougb,
$bio

Mr. Kougar (c) 1984 ATW.


- UPDATES:


The bootleg version is copyright 1954 by Gross, Text in game in German.


$end

#-----------------------------

#Mr. Lo!

$info=mrlo,
$bio

Mr. Lo!

This game is a bootleg of Mr. Do!


$end

#-----------------------------

#Mr. TNT

$info=mrtnt,
$bio

Mr. TNT (c) 1983 Telko.


$end

#-----------------------------

#Ms. Pac Attack

$info=mspacmat,
$bio

Ms. Pac Attack (c) 1981.

Thie game is a hack of Ms. Pac-Man.


$end

#-----------------------------

#Ms. Pacman

$info=mspacman,mspacmab
$bio

Ms. Pacman (c) 1981 Midway.

Some hacks are known as Ms. Pacman Plus, Ms. Pac Attack, Ms. Pacman Champion Edition, and Pac-Gal.


- TRIVIA:


When Midway needed a sequel to the greatest selling video game of all time, Namco was not yet ready to deliver it yet, as Super Pacman was still in development.
Therefore, Midway opted to design the sequel in-house, and Ms.Pacman was born.


- TIPS & TRICKS:


I was playing the first screen and the aqua ghost was heading up at the top of the screen.
Instead of turning and following along the top of the screen he continued up and off the top and reappeared from below.

It's hard to repeat consistently, but this happens when you turn him blue while he's still inside the center box and then eat him right at the door.
You can turn him blue again even though he's not following the maze, eat him, and have his eyes get lost because they don't known how to get back to the box.
MORE COMPLETELY USELESS FUN!!!


After the 255th level, the maze (including dots) disappears.
The game becomes un-playable, since there are no more dots to eat.
(In Ms. Pac Attacks, this point is reached much earlier - at about the 144th screen instead of the 255th.)


- SERIES:


1. Pac-Man

2. Ms. Pac-Man

3. Super Pac-Man

4. Pac-Man Plus

5. Jr. Pac-Man

6. Pac & Pal

7. Pac-Land

8. Pac-Mania


$end

#-----------------------------

#Ms. Pacman Plus

$info=mspacpls,
$bio

Ms. Pacman Plus (c) 1981 Two-Bit Score

This is a hack of Ms. Pacman done by Two-Bit Score, who also did Popeye Pacman.


- UPDATES:


As in the regular Ms. Pac Man game, the maze turns invisible at a certain point.
However, in Ms. Pac Attacks, this point is reached much earlier - at about the 144th screen instead of the 255th.


$end

#-----------------------------

#Ms. Pacman Champion Edition

$info=mschamp,
$bio

Ms. Pacman Champion Edition (c) 1995 TQWN Amusement.


$end

#-----------------------------

#Mug Smashers

$info=mugsmash,
$bio

Mug Smashers (c) Electonic Devices.


- STAFF:


General Manager: Paolo Di Nunno

Supervisor: Ben Boux

Software: Bruno Lacchini, Roberto Zeni

Art: Renato Panicacci

Harwdare: Fabio Veronessi, Marco Di Nunno


$end

#-----------------------------

#Multi Champ

$info=multchmp,
$bio

Multi Champ (c) 11/1998 ESD.


- SERIES:


1. Multi Champ

2. Multi Champ Deluxe


$end

#-----------------------------

#Munch Mobile

$info=mnchmobl,
$bio

Munch Mobile (c) 1983 SNK.

Lisenced to Centuri. (02/1983)

This game is known outside Japan as Joyful Road.


$end

#-----------------------------

#Musashi Ganryuuki

$info=ganryu,
$bio

Musashi Ganryuuki (c) 1999 Visco.


- STAFF:


Producer: Ume.W

Program: S.Kawakatsu

Sound: Yasuko Reeb

Graphic: Hanage, R.T, M.K, Mi, T.Nakahata, F.Onishi, T.Nakazawa, Mo, Sadaijin


$end

#----------------------------

#Muscle Bomber Duo

$info=mbombrd,mbombrdj,mbomberj,
$bio

Muscle Bomber Duo (c) 07/1993 Capcom.

This game is also known as Saturday Night Slam Masters.


- STAFF:


Planning: Tomy, Saddy, Koguma

Object: Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon

Scroll: Buppo, Okachan, Taka

Program: H.M.D., B.I.N, Shaver, Semari!, Yu Bono

Sound Des.: T'Yomage, Toshi, Syun, Kiyo, Nobu

Assist: Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.


$end

#-----------------------------

#Mutant Night

$info=mnight,
$bio

Mutant Night (c) 1987 UPL.

Licensed to Kawakus.


$end

#-----------------------------

#Mutation Nation

$info=mutnat,
$bio

Mutation Nation (c) 03/1992 SNK.


- STAFF:


Producer: Eikichi Kawasaki

Planner: Ishimotti

Programmer: Ooisaurus

Sound: Papaya

Designer: Mioshi, Yokosuka!!, A.miyazaki, 1610;last!!, Sk, Yumo, Tajiyan, J.Mikami


$end

#----------------------------

#MX5000

$info=mx5000,
$bio

MX5000 (c) 08/1987 Konami.

This game is known in Japan as Flak Attack.


$end

#-----------------------------

#My hero

$info=myhero,myherok,
$bio

My hero (c) 1985 Sega.

This game is known in Japan as Seishun Scandal.


$end

#-----------------------------

#Mysterious Stones

$info=mystston,
$bio

Mysterious Stones (c) 11/1984 Technos.


$end

#-----------------------------

#Mystic Marathon

$info=mysticm,
$bio

Mystic Marathon (c) 03/1984 Williams.


- STAFF:


Designed and programmed by Ken Graham and Christine Donofrio.


$end

#-----------------------------

#Mystic Riders

$info=mysticri,
$bio

Mystic Riders (c) 1992 Irem.


$end

#-----------------------------

#NAM-1975

$info=nam1975,
$bio

NAM-1975 (c) 04/1990 SNK.


- STAFF:


Producer: Eikichi Kawasaki


$end

#-----------------------------

#Namco Classics Collection Vol.1

$info=ncv1,ncv1j,ncv1j2,
$bio

Namco Classics Collection Vol.1 (c) 1995 Namco.


- SERIES:


1. Namco Classics Collection Vol.1

2. Namco Classics Collection Vol.2


$end

#-----------------------------

#Name That Thune

$info=nametune,
$bio

Name That Thune (c) 04/1986 Bally Sente.


- STAFF:


Game design: Owen Rubin

Project coordinator: Gary Levenberg

Arrangements and orchestration: Richard Greene

Screem graphics: Bil Maher

Game consultant: Tommy Oliver

Gonzo programming: Ed Rotberg

Doctor memory: Dave Ross

Ace Technician: Paul Brandt

Hardware wizardry: Howard Delman

King Video: Rich Adam

For leaving us alone: Bob Lundguist


$end

#-----------------------------

#Naname de Magic!

$info=naname,
$bio

Naname de Magic! (c) 1994 Atlus.


- STAFF:


Planner: Boo Ueda

Programmer: Tuohi

Graphicer: Sio, Takashima, Nabe

Composer: Yanda, Okibe

Debugger: Fuse, Hagishita


$end

#-----------------------------

#Narc

$info=narc,narc3,
$bio

Narc (c) 12/1988 Williams.


- TIPS & TRICKS:


While coming out of any door, move the joystick left.
IMMEDIATELY after your character appears, move the joystick up.
If you do everything correctly, your cop will be "stuck" to the wall, and will be able to walk on the wall to the next stage.


A specific use for the same trick: An easy way to get free lives is on the first level.
Right after you leave the subway, keep your joystick pointed up.
If you do this, you will "stick" to the wall and nobody can touch you, though you can arrest tons of people (50 is the max).
You can do this in other levels, though it does not seem to be as useful.
One problem occurs right when you get out of the subway.
There is a barrel which obstructs your path in/on the wall.
You can just rocket it away if there are people behind the barrel (in respect to you).
You can stay on the wall all the way to the passkey spot and into the door.


To get ridiculous numbers of points and, thusly, free men, you need to get to the end of the game, or at least where Mr.Big is.
Once you've killed him (the little one *and* the big one), and you get to enter the treasure vault, just collect all the big gold blocks, and just wait.
Don't do anything, just wait.
After a while, the machine will send a pack of those annoying dogs after you.
Let them kill you.
You'll be sent back a stage in the game.
And you have to fight your way back to the next 'bonus' exit door... once you do, mega-points and mega-men.


Note the automatic teller machines present in a few places.
March your character up to the machine and push into it; it should start spitting out money (evidence).
Not HUGELY useful, but it's still kind of neat.


- STAFF:


Designed and programmed by Eugene Jarvis.


$end

#-----------------------------

#Nastar

$info=nastar,
$bio

Nastar (c) 1988 Taito.

This game is known in Japan as Rastan Saga II, and also known in US as Nastar Warrior.


- SERIES:


1. Rastan

2. Nastar

3. Warrior Blade - Rastan Saga Episode III


- STAFF:


Programmer: Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi

Hardware design: Eikichi Takahashi

Sound by Team Zuntata (music composed by OGR, sound editor Yack)

Graphic designer: Hiroyasu Nagai

Game and art designer: Hisaya Yabusaki


$end

#-----------------------------

#Nastar Warrior

$info=nastarw,
$bio

Nastar Warrior (c) 1988 Taito.

This game is known in Japan as Rastan Saga II, and also known outside Japan as Nastar.


- SERIES:


1. Rastan

2. Nastar Warrior

3. Warrior Blade - Rastan Saga Episode III


- STAFF:


Programmer: Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi

Hardware design: Eikichi Takahashi

Sound by Team Zuntata (music composed by OGR, sound editor Yack)

Graphic designer: Hiroyasu Nagai

Game and art designer: Hisaya Yabusaki


$end

#-----------------------------

#NATO Defense

$info=natodef,natodefa,
$bio

NATO Defense (c) 07/1982 Pacific Novelty.


$end

#-----------------------------

#Naughty Boy

$info=naughtyb,naughtya,naughtyc,
$bio

Naughty Boy (c) 06/1982 Jaleco.

This Game was licensed to Cinematronics for US manufacture and distribution. (06/1982)

The bootlegs of this game made it into the arcades before the official release did.


- TRIVIA:


This is the first game manufactured by Jaleco.


$end

#-----------------------------

#Navalone

$info=navalone,
$bio

Navalone (c) 02/1980 Namco.


$end

#-----------------------------

#NBA Hangtime

$info=nbahangt,
$bio

NBA Hangtime (c) 04/1996 Midway.


- TIPS & TRICKS:


*ABA ball*
Press Right, Right, Shoot, Turbo, Pass at the Tonight's Matchup screen. 


*Big head mode*
Press Up, Turbo, Pass at the Tonight's Matchup screen. 


*Huge head mode*
Press Up, Pass, Turbo at the Tonight's Matchup screen. 


*Display shot percentage*
Rotate the Joystick clockwise one full circle at the Tonight's Matchup screen. 


*Alternate Dennis Rodman's hair color*
Press Pass at the team selection screen.


*Cheat mode*
Press Turbo, Shoot, and Pass at the Tonight's Matchup screen to enter the following codes.
The first number indicates the number of times Turbo is pressed.
The second number indicates the number of times Shoot is pressed.
The third number indicates the number of times Pass is pressed.

Tournament Mode: 111

Baby-sized players: 025

No music mode: 048

Goaltending on: 937

Maximum block: 616

Maximum steal: 709

Maximum speed: 284

Hyper speed: 552

Stealth turbo: 273

Unlimited turbo: 461

No pushing: 390

Fast passing: 120

Outdoor court: 200


- SERIES:


1. NBA Jam

2. NBA Jam TE (Tournament Edition)

3. NBA Hangtime

4. NBA Maximum Hangtime

5. NBA Showtime - NBA on NBC


$end

#-----------------------------

#NBA Jam

$info=nbajam,nbajamr2,
$bio

NBA Jam (c) 02/1993 Midway.


- TRIVIA:


NBA Jam is the first arcade game licensed by the National Basketball Association. (NBA)


- TIPS & TRICKS:


*Tank mini-game*
Hold all buttons for all four players and press Down on all four Joysticks at the match-up screen.
Keep the controls held until the mini-game begins. 


*Here are some codes to play as a few hidden characters*


Turmell: MJT MAR 22 (Mark J. Turmell is the main designer and programmer for NBA JAM)

Air Morris: WIL JAN 1

Carleton: JMC AUG 5

Divita: SAL FEB 1 (Sal Divita did the artwork for NBA Jam, as well as some graphics work on Mortal Kombat)

Goskie: TWG DEC 7

Hey: JWH SEP 20 (On the design team screen, Jon Hey is the one in the checkered shirt and glasses, sticking his tongue out to the rest of the world)

Howard: HOW Jul 15

Liptak: SL_ JUN 24 (Shawn Liptak is the one on the design team screen with a basketball for a brain)

Newcomer: JRN JUN 18

Oursler: SNO JAN 3

Petro: GNP OCT 8 (George N. Petro is the main designer of Terminator 2 - Judgement day)

Rivett: RJR JAN 17 (Jamie Rivett helped with the autostat portion of NBA Jam)

Scott: TON Jul 03 (Tony Scoot helped with digitizing the player movements and performed many of the special dunks)


- SERIES:


1. NBA Jam

2. NBA Jam TE (Tournament Edition)

3. NBA Hangtime

4. NBA Maximum Hangtime

5. NBA Showtime - NBA on NBC


$end

#-----------------------------

#NBA Jam TE

$info=nbajamte,nbajamt1,nbajamt2,nbajamt3,
$bio

NBA Jam Tournament Edition (c) 01/1994 Midway.


- TIPS & TRICKS:


*Quick players*
Press any button five times, then hold Down as the match-up screen fades. 


*Baby mode*
Hold Down/Right angle and press Turbo, Shoot, Steal, Turbo, Shoot, Steal, Turbo, Shoot, Steal at the match-up screen. 


*Big heads*
Hold Up + Turbo + Pass as the match-up screen fades. 


*Huge heads*
Press Up three times, then hold Turbo + Pass and press Shoot six times at the match-up screen. 


*Maximum power*
Hold Down and press Turbo + Shoot + Pass + Start at the match-up screen. 


*Change teams*
Hold Pass and press Right at the player substitution screen. 


*Bigger roster*
Hold Down and press Pass three times at the player selection screen, then rotate the Joystick three full circles and press Pass. 


*Here are some codes to play as a few hidden characters*


*NBA all-stars:

Barkley: BRK FEB 20 (does not work on version 3.0 / 4.0)

Rodman: ROD MAY 13 (does not work on old version 1.0 / 2.0)

Thomas: ZEK APR 30 (does not work on old version 1.0 or 2.0)

Brown: DEE NOV 29

Coleman: DC_ JUN 21

Ewing: PAT AUG 5

Kemp: KMP NOV 26

Malone: KRL JUL 24

Mourning: ZO_ FEB 8

Olajuwan: HAK JAN 21

Pippen: PIP SEP 25

Robinson: ROB AUG 6

Webber: WEB MAR 1

Wilkins: DOM APR 16


*Special Guest:

Kerri Hoskins: KER OCT 10

Lorraine Olivia: LOR FEB 20

Coman: TJC OCT 11 (does not work on version 3.0 /4.0)

Elviscious: ELV JAN 8 (does not work on version 3.0 /4.0)

Grim Reaper: GRM OCT 31 (does not work on version 3.0 /4.0)

Kongo: KNG JAN 16 (does not work on version 3.0 /4.0)

Raiden: RAD JUL 9 (does not work on version 3.0 /4.0)

Reptile: RPT NOV 11 (does not work on version 3.0 /4.0)

Sub-Zero: SUB DEC 5 (does not work on version 3.0 /4.0)

Air Morris: WIL JAN 1

Barker: PCB MAY 9

Davies: RJD SEP 3

Boon: EJB FEB 22

Davis: WBD AUG 17

Sal Divita: SAL FEB 1

Dabelstein: DOZ DEC 31

Dillon: JPD JUN 3

Carleton: JMC AUG 5

Forden: DWF SEP 28

Granner: CG_ DEC 4

Gay: RMG AUG 11

Heitsch: WMN NOV 11

Petro: GNP OCT 8

Jon Hey: JWH SEP 20

Jarvis: EPJ JAN 27

Kinkead: DIE JAN 1

Lasko: ANL AUG 31

Linda Deal: LTD APR 30

Loffredo: ML_  MAY 25

Goskie: TWG DEC 7

Mednick: CMM JUL 2

Oursler: SNO JAN 3

Mark J. Turmell: MJT MAR 22

Newcomer: JRN JUN 18

Shawn Liptak: SL_ JUN 24

Penacho: MDP JAN 13

Jamie Rivett: RJR JAN 17

Roger Sharpe: ROG AUG 1

Simpson: JMS FEB 22

Tobias: TOB AUG 24

Tsui: JYT NOV 28


- SERIES:


1. NBA Jam

2. NBA Jam TE (Tournament Edition)

3. NBA Hangtime

4. NBA Maximum Hangtime

5. NBA Showtime - NBA on NBC


$end

#-----------------------------

#NBA Maximum Hangtime

$info=nbamaxht,
$bio

NBA Jam Maximum Hangtime (c) 11/1996 Midway.


- TIPS & TRICKS:


*Court select*
Enter 7-4-5 at the match up screen.
Then, Press Left or Right to play in an indoor or outdoor court.
The screen will flash to confirm correct code entry.


*Unlimited turbo*
Enter 4-6-1 at the match up screen.
The screen will flash to confirm correct code entry. 


- SERIES:


1. NBA Jam

2. NBA Jam TE (Tournament Edition)

3. NBA Hangtime

4. NBA Maximum Hangtime

5. NBA Showtime - NBA on NBC


$end

#-----------------------------

#Nebulas Ray

$info=nebulray,nebulryj,
$bio

Nebulas Ray (c) 1994 Namco.


- STAFF:


Planning: M. Kimoto, Y. Yamamura

Program: Jin², Tsukka, H.R.M.

Chief design: H. Kuwabara

Visual design: Kim, Z=Bouya, H.Onishi, H-Daio, G-Nas.Y, Harurou

Graphic design: I.T.O. Inc

Sound: Charly, T. Ishikawa


$end

#-----------------------------

#Nebulous Bee

$info=nebulbee,
$bio

Nebulous Bee

This game is a hack of Galaga.


- UPDATES:


The enemies have been made more aggressive than the original.


$end

#-----------------------------

#Neck-n-Neck

$info=neckneck,
$bio

Neck-n-Neck (c) 12/1992 Bundra Games/Incredible Technologies.


$end

#-----------------------------

#Nekketsu Grand-Prix Gal

$info=ngpgal,
$bio

Nekketsu Grand-Prix Gal (c) 11/1991 Nichibutsu.


$end

#-----------------------------

#Nekketsu Kouha Kunio-Kun

$info=kuniokun,kuniokub,
$bio

Nekketsu Kouha Kunio-Kun (c) 1986 Technos.

This game is known outside Japan as Renegade.


$end

#-----------------------------

#Nekketsu Koukou Dodgeball Bu

$info=nkdodgeb,
$bio

Nekketsu Koukou Dodgeball Bu (c) 1987 Technos.

This game is known outside Japan as Super Dodge Ball.


$end

#-----------------------------

#Nekketsu Mahjong Sengen! AFTER 5

$info=nmsengen,
$bio

Nekketsu Mahjong Sengen! AFTER 5 (c) 1991 Video System.


$end

#-----------------------------

#Nemesis

$info=nemesis,nemesuk,
$bio

Nemesis (c) 10/1985 Konami.

This game is also known as Gradius.


- SERIES:


1. Nemesis

2. Vulcan Venture

3. Gradius III

4. Gradius IV - Fukkatsu


$end

#-----------------------------

#Nemo

$info=nemo,nemoj,
$bio

Nemo (c) 12/1990 Capcom.


- TRIVIA:


Based on the Comic Strip by Windsor McCay.


- STAFF:


Planner: Poo, Popo P, Chin

Chief Object Designer: Nemotani

Object Designer: Hiramacho, Mizuho, Popo P, Chin

Chief Scroll Designer: Tanupooh

Scroll Designer: Oyuu, Powerful Konomi, Taiyaki

Chief Programmer: CBX

Programmer: Cherry, Wakio

Hardware: Capcom CPS

Sound Composer: Shimopii

Character Supporter: Popo P, Poo, CBX

Character Coordinator: Nemotani

Character Effecter: Chin

Editor: Poo, Popo P, Chin, CBX

Director: Yoshiki Okamoto


$end

#-----------------------------

#Neo Bomberman

$info=neobombe,
$bio

Neo Bomberman (c) 05/1997 Hudson.


$end

#-----------------------------

#Neo Drift Out - New Technology

$info=neodrift,
$bio

Neo Drift Out - New Technology (c) 03/1996 Visco.


- SERIES:


1. Drift Out

2. Drift Out '94 - The Hard Order

3. Neo Drift Out - New Technology


- STAFF:


Executive Producer: Tetsuo Akiyama

Producer: Don Gabacho

Code: Y. Nakayama, N. Sawa, H. Saito, M. Honma, C. Ohmori

Gfx: T. Nakahata, M. Shimura, M. Hasegawa


$end

#-----------------------------

#Neo Mr. Do!

$info=neomrdo,
$bio

Neo Mr. Do! (c) 06/1997 Visco.


$end

#-----------------------------

#Neo Turf Masters

$info=turfmast,
$bio

Neo Turf Masters (c) 01/1996 Nazca.

This game is known in Japan as Big Tournament Golf.


$end

#-----------------------------

#Neo-Geo (bios)

$info=neogeo,
$bio

Neo-Geo M.V.S. (c) 10/1990 SNK.


- GAME LIST:


1990:

Baseball Stars Professional

Blue's Journey / Raguy

Cyber-Lip

League Bowling

Magician Lord

Mahjong Kyo Retsuden

Minnasano Okagesamadesu

NAM-1975

Ninja Combat

Puzzled / Joy Joy Kid

Riding Hero

The Super Spy

Top Player's Golf


1991:

2020 Super Baseball

Alpha Mission II / ASO II - Last Guardian

Bakatonosama Mahjong Manyuki

Burning Fight

Crossed Swords

Eight Man

Fata Fury - King of Fighters / Garou Densetsu - shukumei no tatakai

Ghost Pilots

King of the Monsters

Legend of Success Joe / Ashita no Joe Densetsu

Quiz Daisousa Sen - The Last Count Down

Robo Army

Sengoku / Sengoku Denshou

Soccer Brawl

Trash Rally


1992:

Andro Dunos

Art of Fighting / Ryuuko no Ken

Baseball Stars 2

Fatal Fury 2 / Garou Densetsu 2 - arata-naru tatakai

Football Frenzy

King of the Monsters 2 - The Next Thing

Last Resort

Mutation Nation

Ninja Commando

Quiz Meintantei Neo Geo - Quiz Daisousa Sen Part 2

Super Sidekicks / Tokuten Ou

Viewpoint

World Heroes


1993:

3 Count Bout / Fire Suplex

Fatal Fury Special / Garou Densetsu Special

Samurai Shodown / Samurai Spirits

Sengoku 2 / Sengoku Denshou 2

Spinmaster / Miracle Adventure

World Heroes 2


1994:

Aero Fighters 2 / Sonic Wings 2

Aggressors of Dark Kombat / Tsuukai GANGAN Koushinkyoku

Art of Fighting 2 / Ryuuko no Ken 2

Fight Fever / Crystal Legacy

Gururin

Jyanshin Densetsu - Quest of Jongmaster

Karnov's Revenge / Fighter's History Dynamite

Panic Bomber

Power Spikes II

Puzzle Bobble / Bust-A-Move

Samurai Shodown II / Shin Samurai Spirits - Haohmaru Jigokuhen

Street Hoop / Street Slam / Dunk Dream

Super Sidekicks 2 - The World Championship / Tokuten Ou 2 - Real Fight Football

The King of Fighters '94

Top Hunter - Roddy & Cathy

Windjammers / Flying Power Disc

World Heroes 2 Jet

Zed Blade / Operation Ragnarok


1995:

Aero Fighters 3 / Sonic Wings 3

Chibi Marukochan Deluxe Quiz

Double Dragon

Fatal Fury 3 - Road to the Final Victory / Garou Densetsu 3 - haruka-naru tatakai

Galaxy Fight - Universal Warriors

Goal! Goal! Goal!

Kabuki Klash - Far East of Eden / Tengai Makyou Shinden - Far East of Eden

Pulstar

Puzzle de Pon

Quiz King of Fighters

Real Bout Fatal Fury / Real Bout Garou Densetsu

Samurai Shodown III / Samurai Spirits - Zankurou Musouken

Savage Reign / Fu'un Mokushiroku - kakutou sousei

Stakes Winner / Stakes Winner - GI Kinzen seihae no michi

Super Sidekicks 3 - The Next Glory / Tokuten Ou 3 - eikoue no michi

Syougi No Tatsujin - Master of Syougi

The King Of Fighters '95

Voltage Fighter - Gowcaizer / Choujin Gakuen Gowcaizer

World Heroes Perfect


1996:

Art of Fighting 3 - The Path of the Warrior / Art of Fighting - Ryuuko no Ken Gaiden

Breakers

Kizuna Encouter - Super Tag Battle / Fu'un Super Tag Battle

Magical Drop II

Metal Slug - Super Vehicle-001

Neo Drift Out - New Technology

Neo Mr.Do!

Neo Turf Masters / Big Tournament Golf

Ninja Master's - haoh-ninpo-cho

Operation Ragnagard / Shin-Oh-Ken

Over Top

Pleasure Goal / Futsal - 5 on 5 Mini Soccer

Real Bout Fatal Fury Special / Real Bout Garou Densetsu Special

Samurai Shodown IV - Amakusa's Revenge / Samurai Spirits - Amakusa Kourin

Stakes Winner 2

Super Dodge Ball / Kunio no Nekketsu Toukyuu Densetsu

Tecmo World Soccer '96

The King of Fighters '96

The Ultimate 11 - Snk Football Championship / Tokuten Ou - Honoo no Libero

Twinkle Star Sprites

Waku Waku 7


1997:

Magical Drop III

Money Puzzle Exchanger / Money Idol Exchanger

Neo Bomberman

Pop 'n Bounce / Gapporin

Puzzle de Pon R

Shock Troopers

The Irritating Maze / Ultra Denryu Iraira Bou

The King of Fighters '97

The Last Blade / Bakumatsu Roman - Gekkano Kenshi


1998:

Battle Flip Shot

Blazing Star

Breakers Revenge

Metal Slug 2 - Super Vehicle-001/II

Neo-Geo Cup '98 - The Road to the Victory

Real Bout Fatal Fury 2 - The Newcomers / Real Bout Garou Densetsu 2 - The Newcomers

Shock Troopers - 2nd Squad

The King of Fighters '98 - The Slugfest / The King of Fighters '98 - Dream Match Never Ends

The Last Blade 2 / Bakumatsu Roman - Dai Ni Maku Gekkano Kenshi


1999:

Captain Tomaday

Garou - Mark of the Wolves

Metal Slug X - Super Vehicle-001

Musashi Ganryuuki

Prehistoric Isle 2

Puzzle Bobble 2 / Bust-A-Move Again

Strikers 1945 Plus

The King of Fighters '99 - Millennium Battle


2000:

Metal Slug 3

Nightmare in the Dark

The King of Fighters 2000

Bang Bead


2001:

Sengoku 3 / Sengoku Legends 2001

The King of Fighters 2001

Zupapa


2002:

Metal Slug 4


$end

#-----------------------------

#NeoGeo Cup '98 - The Road to the Victory

$info=neocup98,
$bio

NeoGeo Cup '98 - The Road to the Victory (c) 05/1998 SNK.


- TIPS & TRICKS:


*View the name list*
At title screen hold A+B+C, and press Start to begin.


- SERIES:


1. Super Sidekicks

2. Super Sidekicks 2 - The World Championship

3. Super Sidekicks 3 - The Next Glory

4. The Ultimate 11 - Snk Football Championship

5. NeoGeo Cup '98 - The Road to the Victory


- STAFF:


President: Eikichi Kawasaki

Director: H. Kawano

Planner: SNK R&D Center, Fighting Shooter

Chief Programmer: Uzumasa SeVEN

Main Programmer: EJ2OWRX, Yuritaro

Programmer: Toppo George

Sound: Ackey, Pearl Shibakichi

Designer: Kanitoru, Performaru, Shio Shio Shio(c), Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline

Models: Tom Powell, Bug Stoper, H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George. Y, Tom Karji, J. Miki, GC8-WRX, Jichoh Ninomiya


$end

#-----------------------------

#Net Wars

$info=netwars,
$bio

Net Wars (c) 1993 Orca.

Licensed to Esco Trading.


$end

#-----------------------------

#Nettou! Gekitou! Quiztou!!

$info=quiztou,
$bio

Nettou! Gekitou! Quiztou!! (c) 1993 Namco.


$end

#-----------------------------

#New Atomic Punk - Global Quest

$info=atompunk,
$bio

New Atomic Punk - Global Quest (c) 11/1993 Irem.


$end

#-----------------------------

#New Fantasia

$info=newfant,
$bio

New Fantasia (c) 1995 Comad & New Japan System.


- SERIES:


1. Fantasia

2. New Fantasia

3. Fantasia II


$end

#-----------------------------

#New Puck X

$info=newpuckx,
$bio

New Puck X (c) 1980

This game is a Hack of Puckman.


- UPDATES:


This hack changes the maze and has more exits along the sides.


$end

#-----------------------------

#New Rally X

$info=nrallyx,
$bio

New Rally X (c) 02/1981 Namco.


$end

#-----------------------------

#New Sinbad 7

$info=newsin7,
$bio

New Sinbad 7 (c) 1983 ATW.


$end

#-----------------------------

#New York New York

$info=nyny,nynyg,
$bio

New York New York (c) 12/1980 Sigma Ent.

Licensed to Gottlieb for US manufacture and distribution. (01/1981)

This game is known in Japan as Waga Seishun no Arcadia.


$end

#-----------------------------

#News

$info=news,
$bio

News (c) 1993 Poby / Virus.


$end

#-----------------------------

#New Zealand Story, The

$info=tnzs,tnzsb,tnzs2,
$bio

The New Zealand Story (c) 1988 Taito.


- TIPS & TRICKS:


Once per paid credit, if you lose your last life on worlds 3, 4, or 5, by being hit with a blunt physical attack (bombs, boomerangs, stone arrows, rocks, etc) you will go to heaven.
Getting killed by anything sharp, or fire, or lasers will mutilate your body (make it flash) and then you don't go to Heaven.
You only go to heaven if you didn't flash when you died.


If you press jump while airborne, your kiwi will flap his wings.
As long as you fall a certain distance, by pressing the button rapidly enough you can hover or even fly upwards.
It's more than the height of a jump so you can't take off from the ground.
I escaped the first (I think) heaven by going as far right as possible, dropping off the platform then hovering further right where a gap in the spikes scrolls into view.
Should be a doddle with autofire I'd imagine.


There are three Heaven rounds.
One for world 3, one for world 4, and one for world 5.
Instead of a kiwi in a cage, at the end there is a picture of the Virgin Mary.
You will have a halo above your head, and so will any enemies there. (Unlike the bosses, they aren't truly evil, i guess!)
These Heaven rounds are quite dangerous, full of bats and spikes!


When you reach the virgin Mary, the game will END, and the game will explain that your soul went onwards, but the heavens have an exit to the underworld.
What they are trying to say is that there's a SECRET EXIT from Heaven that will bring you back to life.

To escape from the first heaven, make your way to the top, then head right.
You will find an area with a bunch of teeny platforms above one large one with three patches of spikes, with one square space between them.
The second one of those that you come to is a secret block which you can fall through.
To reach it safely, hop to the block just to the left of it, and at the top, and fall off, pressing right.
You will land right in the gap, fall through, and escape Heaven 1.
You will also be warped forward at least one round.
Should you die there, it's game over, but you can continue.

To escape the second heaven get right up to the Virgin Mary, but instead of stepping onto the platform, drop off to the small area to the left of it next to the spikes, and then walk right.
You will pass through the wall, and find a pit to drop into that leads back to Earth a few levels later.

The third heaven is really difficult to escape.
You will find an open area at the end, with a few platforms to hop up on the left that lead to the Virgin Mary.
Just below the spikes on the ceiling, you will find a cloud that looks different from the rest.
If you jump through it, two ducks and a balloon will shop up.
Take a duck, and fly up through the hole on the right wall.
To make the jump, you have to jump from the left, high enough to hit the block, but low enough to miss the spikes.
This is quite tricky.

If you die in heaven, it's game over, unless you got an extra life while you were there from points or bubbles, but you can continue on the level you were on, from the beginning.


In the attract mode (while Tiki walks around in the demonstration), push the fire button three times.
A cute picture of a bear will appear in the left bottom of the screen.
I don't know if this affects the gameplay too.


$end

#----------------------------

#Next Space, The

$info=tnexspce,
$bio

The Next Space (c) 1989 SNK.


- STAFF:


Boss: Eikichi Kawasaki

Producer: Shochan

Main Programmer: Shochan

Sub Programmer: Data Tada

Adviser: Bucho, Tama, Koyan, Konny

Graphic: Fujita, Ken, Mituzo, Ishimochi, Tsukamichi, Buri, Fujiwara, Yokochan

Sound: Kidon

Hardware: Ebara

Chara Design: Shochan, Tsukamichi


$end

#-----------------------------

#Nibbler

$info=nibbler,nibblera,
$bio

Nibbler (c) 12/1982 Rock-Ola.


- TRIVIA:


This is the first game to support a billion point score.


- TIPS & TRICKS:


Even the game is endless, you have to remember about 16 different screens, for each one you have to find and remember its clearing pattern.
As long you get a new life every 4 screens, patterns who needs 2 lifes to be completed are alloweed.
Best option to play this game is using keyboard.
Keeping pressed two keys, you are able to let Nibbler do a zig-zag that were impossible to do with manual-single-clicks.
This can let you find more effective patterns but, on the other hand, this won't let you able to benefit from Nibbler stopping at the wall when 2 directions are possible.
After schema 32, game starts repeating well-known schemas you just saw before.
At the end, without any limiting, external rule, this game is good for marathons, when you learned patterns, maybe you will be annoyed after two hours of play ;)
If you'd like trying a world record, these are TG official settings:
Difficulty Level: Hard,
Starting Men: 3,
1st Extra Man: Every 4 Waves.


- STAFF:


Designed and programmed by Lonnie Ropp and crew.


$end

#-----------------------------

#Night Driver

$info=nitedrvr,
$bio

Night Driver (c) 10/1976 Atari.


- TRIVIA:


Night Driver was the First 'first-person' driving game.


- STAFF:


Designed and Programmed by Ted Michon, Rob Fulop, Dave Shepperd.


$end

#-----------------------------

#Night Stocker

$info=nstocker,
$bio

Night Stocker (c) 09/1986 Bally / Sente.


- STAFF:


Game design: Dennis Koble

Art direction: Roger Hector

Sound: Jesse Osborne

Art: Gary Johnson

Machine gun: Howard Delman, Henry Siska

Technical Support: Dave Ross, Bob Smith, Rich Adam, Owen Rubin


$end

#-----------------------------

#Night Striker

$info=nightstr,
$bio

Night Striker (c) 10/1989 Taito.


- STAFF:


Producer: Tohru Sugawara

Director: Kenshi Kaito

Software: Tohru Sugawara, Hideki Hashimoto, Toshiaki Tsukano, Tmr-Win, Iromust, Takashi Kitabayashi

Character: Kohzoh Igarashi, Minori Ishino, Takako Kojima, Kenshi Kaito

Hardware: Toshiyuki Sanada

Electric: Tomio Takeda

Mechanic: Tohru Yamamoto, Tohru Hirata, Tomio Suzuki, Nobuyuki Iwasaki

Design: Shinobu Sekiguchi, Akio Nomura

Sound: Music composed by Team Zuntata.

Executive producer: Keisuke Hasegawa


$end

#-----------------------------

#Nightmare in the Dark

$info=nitd,
$bio

Nightmare in the Dark (c) 01/2000 Eleven / Gavaking.


- STAFF:


Program: Hisanori Takeuchi (AM FACTORY)

Graphic: Hiroshi Yokoyama, Masayuki Taguchi, Tsuyoshi Yoneyama, Taketumi Watanabe (ELEVEN)

Sound Compose: Kim

Data Convert: Tatsuya Watanabe (PAON)

Direct: Akihiko Uto

Produce: ELEVEN / AM FACTORY


$end

#----------------------------

#Night Warriors - Darkstalkers' Revenge

$info=nwarr,nwarrh,
$bio

Night Warriors - Darkstalkers' Revenge (c) 04/1995 Capcom.

This game is known in Japan as Vampire Hunter - Darkstalkers' Revenge.


- TIPS & TRICKS:


*Alternate costume colors*
Highlight a fighter at the character selection screen.
Press Roundhouse to select the costume color from Darkstalkers.
Press Start to select the secondary costume color from Darkstalkers.
Press Jab + Forward to select the dark costume version. 


- STAFF:


Game Designer: Ohn, Nohah

Sound Designer: T. Kawakami "T.K,NY", Kajino Toshio

Music Composer: Anachey "Takapon", Hideki O.K, Akari.K -Lemon-

Object Designer: Kuri, Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi.B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta

Scroll Designer: Kyo, Tamachan, Motokazz.S, Aya

Program Designer: Panda, T J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora Papa & Yume & Hide Mama

Producer: Kihaji-O


$end

#-----------------------------

#Ninja Baseball Batman

$info=nbbatman,
$bio

Ninja Baseball Batman (c) 09/1993 Irem.

This game is known in Japan as Yakyuu Kakutou League-Man.


- STAFF:


Planner: Chinta

Graphic design: Kon-Kitakichine, Nob, Sefuhaso, Unyanya, Dama

Programer: Andrew Whiskey, Mc.Hama Amuse_Light, Hiro

Sound Effect: Aiai

Sound programer: Hayashi Sho, Jitta


$end

#-----------------------------

#Ninja Clowns

$info=ninclown,
$bio

Ninja Clowns (c) 08/1991 Strata / Incredible Technologies.


- STAFF:


Writers: Richard Ditton, Leif Marwede, Jeff Sargent

Pencils and ink: Stan Fukuoka, Denise Wallner

Cover art: Nasus Adabovs

Sound and music: Kyle Johnson

Editor: Elaine Ditton, Mike Hanson

Printing: Jeff Gonion, Terry Little, Tony Sherman, Steve Jaskowiak

Original story by Kyle Johnson, and Jim Zielinski.

Proofing: Bob Fuentes, Jim Zielinski


$end

#-----------------------------

#Ninja Combat

$info=ncombat,
$bio

Ninja Combat (c) 07/1990 Alpha Denshi.


- STAFF:


Producer & Director: Tsutomu Maruyama

Programmer: Eiji Fukatsu, Hideo Kamoda, Yukinori Nishikata, Teruaki Shirasawa

Character Designer: Hatsue Honbe, Kazushige Hakamata, Shinji Moriyama

Scroll Designer: Tsutomu Maruyama, Mitsunari Ishida, Kenichi Sakanishi

Music Composer & Sound Effect: Hideki Yamamoto, Hiroaki Shimizu


$end

#-----------------------------

#Ninja Commando

$info=ncommand,
$bio

Ninja Commando (c) 04/1992 Alpha Denshi.


- STAFF:


Produced and directed by Tsutomu Maruyana

Executive producer: Kazuo Arai

Director of soft wear: Eiji Fukatsu

System program: Makio Chiba, Satoshi Okada(Snk)

Programmer: Ryu Hiroyuki, Yuji Noguchi

Character design: Tsutomu Maruyana, Sinji Moriyama, Takasi Hatono, Hidemi Nagatomo, Hideyuki Kusano

Music composed by Yuka Watanabe.


$end

#-----------------------------

#Ninja Emaki

$info=ninjemak,
$bio

Ninja Emaki (c) 09/1986 Nichibutsu.

This game is known in Japan as Youma Ninpou Chou.


$end

#-----------------------------

#Ninja Gaiden

$info=gaiden,
$bio

Ninja Gaiden (c) 1988 Tecmo.

This game is known in Japan as Ninja Ryukenden, and in US as Shadow Warriors.


- TIPS & TRICKS:


On the first stage, there is a popcorn stand (or whatever you want to call it) at the end of the walking stage, right before you get onto the bars which you have to cross to get to the sumo wrestler at the end.

This is somewhat difficult for beginners, because the bars are kind of tough.
However, there is a leap of faith you can take to avoid the bars entirely.
Do not destroy the popcorn machine.
Kill all the enemies, then hop on top of it.

Pull down until you are on the lower half of it (this is just to insure that the people on the bars can't hit you).
Now, walk forward until the machine takes control (there is a point at which, if you let go of the joystick, you continue walking forward.
This is what you are trying to do).

Note that you don't fall when you walk off the popcorn machine.
Neat, huh?
Do NOT jump at this point.
A vertical jump is suicide.
Normal forward jumps might be safe, but I make no guarantees.
When you finally float within range of the final level, you can get off by jumping straight up, or by moving down on the screen until you 'fall off' of the popcorn machine.


$end

#-----------------------------

#Ninja Kid II

$info=ninjakd2,ninjak2a,ninjak2b,
$bio

Ninja Kid II (c) 07/1987 UPL.

This game is also known as Rad Action.


- SERIES:


1. Ninjakun Majou no Bouken

2. Ninja Kid II


- STAFF:


Game design: Tsutomu Fuzisawa

Program design: Satoru Kinjo

Char. design: Tsutomu Fizisawa, Akemi Tsunoda

Sound compose: Tsutomu Fuzisawa

Bgm create: Mecano Associate

Data make: Takashi Hayashi


$end

#-----------------------------

#Ninja Kids, The

$info=ninjak,ninjakj,
$bio

The Ninja Kids (c) 04/1991 Taito.


- STAFF:


Game director: Takeshi Ishizashi

Game design: Keppel Maekawa

Program: Takeshi Ishizashi, Fzr.Mom

Hardware design: E.Takahashi, S.Watanabe

Character design: Pokeel Yamada, Jsunji Matsumoto

Sound: Fummy, Tono, Wiz. Master, Pinch Punch

Design: Rintard Doi


$end

#-----------------------------

#Ninja Master's - haoh-ninpo-cho

$info=ninjamas,
$bio

Ninja Master's - haoh-ninpo-cho (c) 05/1996 SNK/ADK.


- TIPS & TRICKS:


*Play as Ranmaru*

For P1, highlight Kamui and press:
Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up, and hit C+D.

For P2, highlight Sasuke and press:
Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left, Up, and hit C+D.


*Time Attack mode*
At the character select screen, highlight Kamui and press:
Down, Left, Up, Left, Down, Left, Up, Left, Down, Right(x4), Up, C+D.
Now choose your character.


- STAFF:


Producer & Planner: Hiroyuki Toda

Chief Planner: Kazuhiro Shibata

Planner: Visitor Y.Oni, M-Honda

System Programmer: Eiji Fukatsu, Makio Chiba

Sound Programmer: Makio Chiba

Desgin Tool Programmer: Ryu Hiroyuki

Total Adviser: K Sakanishi

Chief Programmer -Main- Program: Teruaki Shirasawa

Chief Sprite Designer: K Hakamata

Sprite Designer: Gensan, Hideyuki Yamada, Yokoo, Muneki Shiraishi, H.Ozono, Tohru Okamura, West-Maison, Takahiro Arahata, Mitsugu.T, Shigechi, Ruc, Hirotaka Orita, Syoichi Satoh, H.Hasegawa-CRM, Kei Kuramochi, Hitoshi Aoki, Ben, Yukari Shinozaki

Scroll Designer: Sinji Moriyama, Masako Sato, Kaori Kumagai, Kazunori Uchiumi

Demo Designer: M.Mitsuya, Sinku

Sound: Hiroaki Kujirai, Y.Watanabe, Hiroaki Shimizu, Takeshi Muramatu

Sound Effect: Kujirai Type-02


*Character Voice*

Sasuke: Kabao Kikkawa

Tenho: Shinobu Sekimoto

Kamui, Raiga, Unzen: Masahiko Yano

Natsume, Narration: Mayumi Minoda

Kasumi: Masami Katou

Goemon: T. Mukaiyama

Houoh: Yoshikatsu Fujio

Karasu: Kouichi Koba

Ranmaru: Yasue Ishii

Nobunaga: Masao Harada


Market Research: Yukio Gotou

Public Information: Taguchi-1, Satsuki Ito, Sugi Yamaki Yotaka, Kayo Yamagata

Quality Control: Showgatsu Nagata, Masao Tachikawa, Kiyotaka, Takagi, Uma

Executive Producer: Kazuo Arai

BGM: Back Of My Mind, H.Kujirai


$end

#-----------------------------

#Ninja Princess

$info=nprinces,nprincsu,nprincso,nprincsb,
$bio

Ninja Princess (c) 1985 Sega.


$end

#-----------------------------

#Ninja Ryukenden

$info=ryukendn,
$bio

Ninja Ryukenden (c) 1989 Tecmo.

This game is known outside Japan as Ninja Gaiden, and is known in US as Shadow Warriors.


- TIPS & TRICKS:


On the first stage, there is a popcorn stand (or whatever you want to call it) at the end of the walking stage, right before you get onto the bars which you have to cross to get to the sumo wrestler at the end.

This is somewhat difficult for beginners, because the bars are kind of tough.
However, there is a leap of faith you can take to avoid the bars entirely.
Do not destroy the popcorn machine.
Kill all the enemies, then hop on top of it.

Pull down until you are on the lower half of it (this is just to insure that the people on the bars can't hit you).
Now, walk forward until the machine takes control (there is a point at which, if you let go of the joystick, you continue walking forward.
This is what you are trying to do).

Note that you don't fall when you walk off the popcorn machine.
Neat, huh?
Do NOT jump at this point.
A vertical jump is suicide.
Normal forward jumps might be safe, but I make no guarantees.
When you finally float within range of the final level, you can get off by jumping straight up, or by moving down on the screen until you 'fall off' of the popcorn machine.


$end

#-----------------------------

#Ninja Spirit

$info=nspirit,
$bio

Ninja Spirit (c) 08/1988 Irem.

This game is known in Japan as Saigo no Nindou.


$end

#-----------------------------

#Ninja Warriors, The

$info=ninjaw,ninjawj,
$bio

The Ninja Warriors (c) 02/1988 Taito.


- STAFF:


Produced by Yojiro Suekado.

Directed by Masaki Ogata.

Written by Onijust.

Executive Producer: Hisao Yunoki

Director of Software: Daisuke Sasaki

Programmers: Yoshihisa Nagata, Yuji Iwasaki, Yoshiyuki Watabe, Masaki Ogata, Daisuke Sasaki

Production Designer: Yukiwo Ishikawa

Character Designers: Masami Kikuchi, Yoshihiro Wakita, Toshiyuki Nishimura, Taira Sanuki, Shinobu Iwabuchi, Sachiko Yamana, Junji Yarita, Kozo Igarashi, Tetsuro Kitagawa, Yukiwo Ishikawa

Assistant Character Design: Visual Arts Produtcion, Animation 20, Space Creative

Supervising Editor: Tetsuro Kitagawa

Editors:  Masami Kikuchi, Yukiwo Ishikawa

Costume Designer: Hiroshi Wagatsuma

Hardware Designer: Toshiyuki Sanada

Assistant Hardware Engineer: Satoru Shimomura

Music Composed and Directed by Hisayoshi Ogura (Zuntata)

Assistant Sound Programmer: Naoto Yagista (Zuntata)

Sound Editor: Yasuhisa Watanabe (Zuntata)

Sound Hardware Designer: Tsukasa Nakamura

Publicity Supervisor: Hisayoshi Nakane

Game Designed by Onijust.


$end

#-----------------------------

#Ninjakun Majou no Bouken

$info=ninjakun,
$bio

Ninjakun Majou no Bouken (c) 1984 UPL.

Licensed to Taito.


- SERIES:


1. Ninjakun Majou no Bouken

2. Ninja Kid II


$end

#-----------------------------

#Niyanpai

$info=niyanpai,
$bio

Niyanpai (c) 12/1996 Nichibutsu.


$end

#-----------------------------

#No Man's Land

$info=nomnlnd,nomnlndg,
$bio

No Man's Land (c) 04/1980 Universal.


$end

#-----------------------------

#Noboranka

$info=noboranb,
$bio

Noboranka (c) 1986 Game Electronics.


$end

#-----------------------------

#Nouryoku Koujou Iinkai

$info=nouryoku,
$bio

Nouryoku Koujou Iinkai (c) 1995 Tecmo.


$end

#-----------------------------

#Nova 2001

$info=nova2001,nov2001u,
$bio

Nova 2001 (c) 1983 UPL

Licensed to Universal for US manufacture and distribution. (01/1984)


$end

#-----------------------------

#Nozokimeguri Mahjong Peep Show

$info=peepshow,
$bio

Nozokimeguri Mahjong Peep Show (c) 1989 AC.

This game is also known as Mahjong Focus.


$end

#-----------------------------

#Numan Athletics

$info=numanath,numanatj,
$bio

Numan Athletics (c) 1993 Namco.


- SERIES:


1. Numan Athletics

2. Match Breakers - Numan Athletics 2


$end

#-----------------------------

#Nunchackun

$info=nunchaku,
$bio

Nunchackun (c) 1985 Taito.


$end

#-----------------------------

#Nyan Nyan Panic

$info=nyanpani,
$bio

Nyan Nyan Panic (c) 08/1988 Konami.


$end

#-----------------------------

#Off The Wall

$info=offtwall,offtwalc,
$bio

Off The Wall (c) 10/1991 Atari Games.


$end

#-----------------------------

#Off The Wall (Bally Sente)

$info=otwalls,
$bio

Off The Wall (c) 1984 Bally Sente.


- STAFF:


Programming: Mickael Samis

Original concept: Nolan Busknell

Screen Art: Mark McPhee, Gary Johnson, Roger Hector

Sounds: Jesse Osborne, Gary Levenberg


$end

#-----------------------------

#Oh My God!

$info=ohmygod,
$bio

Oh My God! (c) 12/1993 Atlus.


$end

#-----------------------------

#Ohgon no Siro

$info=ogonsiro,
$bio

Ohgon no Siro (c) 1986 Taito.

This game is known outside Japan as Gladiator.


- TIPS & TRICKS:


The red sword:
If you get all the flying swords that attack you on the "walking" levels by defending them and tapping down, you get the red sword.
If you have it, and you repeatedly attack an enemy, you will become invincible for a while and your armor will be replenished.

The golden shield:
You pick it up on the "walking" levels.
It does not downgrade from missiles like the normal sheilds do.


You can pick up Irene's sword in level 1, and Zaid's mace in level 2 (stronger weapon, specially useful against Agathon and the rolling barrels)

You can break all the enemy's swords (and Zaid's mace) by hitting them constantly.


A tip to defeat Irene:
lower your shield and she will only use low attacks.
Break her sword (see above).


**Special trick:
How to strip Irene's clothes off!

After breaking her sword, if her shield is not entirely broken, break it.
Irene, unlike the other characters, has TWO suits of armor.
DO NOT KILL HER!
Try to remove as many parts of the armor as you can, throwing careful attacks.
Focus especially on her chestplate and on the... uh..."thighplate"?.
After you've done that, defeat her BY ATTACKING HER LEGS.
She will fall on her knees, with her sword on her hands against her chest.
When you pass her, she extends her arms towards you and... HELLO!


$end

#-----------------------------

#Oishii Puzzle Ha Irimasenka

$info=oisipuzl,
$bio

Oishii Puzzle Ha Irimasenka (c) 1993 Sunsoft / Atlus.


$end

#-----------------------------

#Ojanko High School

$info=ojankohs,
$bio

Ojanko High School (c) 1988 V-System.


$end

#-----------------------------

#Ojanko Yakata

$info=ojankoy,
$bio

Ojanko Yakata (c) 1986 V-System.


- SERIES:


1. Ojanko Yakata

2. Ojanko Yakata 2bankan


$end

#-----------------------------

#Ojanko Yakata 2bankan

$info=ojanko2,
$bio

Ojanko Yakata 2bankan (c) 1987 V-System.


- SERIES:


1. Ojanko Yakata

2. Ojanko Yakata 2bankan


$end

#-----------------------------

#Ojousan

$info=ojousan,
$bio

Ojousan (c) 12/1987 Nichibutsu.


$end

#-----------------------------

#Oli-Boo-Chu

$info=olibochu,
$bio

Oli-Boo-Chu (c) 02/1982 Irem / GDI.


$end

#-----------------------------

#Omega

$info=omega,
$bio

Omega

This game is a bootleg of The End.


$end

#-----------------------------

#Omega Fighter

$info=omegaf,
$bio

Omega Fighter (c) 09/1989 UPL.


- SERIES:


1. Omega Fighter

2. Omega Fighter Special


$end

#-----------------------------

#Omega Fighter Special

$info=omegafs,
$bio

Omega Fighter Special (c) 1989 UPL.


- SERIES:


1. Omega Fighter

2. Omega Fighter Special


$end

#-----------------------------

#Omega Race

$info=omegrace,
$bio

Omega Race (c) 06/1981 Midway.


- TRIVIA:


This was the only vector game made by Midway.
Omega Race was designed as a direct competitor to Atari's Asteroids.


- STAFF:


Designed and programmed by Ron Halliburton. (Founder of Arcade Engineering)


$end

#-----------------------------

#Onna Sansirou - Typhoon Gal

$info=onna34ro,onna34ra,
$bio

Onna Sansirou - Typhoon Gal (c) 1985 Taito.


$end

#-----------------------------

#Operation Bear

$info=opwolfb,
$bio

Operation Bear (c) 1988 Bear Corporation Korea.

This game is a bootleg of Operation Wolf.


$end

#-----------------------------

#Operation Ragnagard

$info=ragnagrd,
$bio

Operation Ragnagard (c) 05/1996 Saurus / System Vision.

This game is known in Japan as Shin-Oh-Ken.


- TIPS & TRICKS:


*Play as Behemoth*
In Character Select, highlight Syuten-Dozi and press: B, C, B, C, B(x2), C, then press A or D to select.


*Play as Eelis*
In Character Select, highlight Benten and press: C(x2), B(x2), C, B, C, then press A or D to select.


*Play as Lucifer*
In Character Select, highlight Susano and press: B, C(x3), B(x3), C, then press A or D to select.


$end

#-----------------------------

#Operation Thunderbolt

$info=othunder,othundu,
$bio

Operation Thunderbolt (c) 1988 Taito.


- SERIES:


1. Operation Wolf

2. Operation Thunderbolt

3. Operation Wolf 3


- STAFF:


Project Reader: Masaki Ogata

Game Design: Junji Yarita, Hiroyuki Sakou

Game Program: Daisuke Sasaki, Akira Ootsuki, Youzou Koma, Tatsuo Nakamura, Shinji Soyano

Music Composer: Spratter. A

Sound Editer: Masahiko Takaki, Kazuyuki Onui, Yasuko Yamada

Character Design: Junji Yarita, Yoshihiko Wakita, Minori Ishino, Taira Sanuki, Hisakazu Katoh

PCB Design: Takashi Ohara

Mechanical Design: Itsuji Yamada

Cabinet Design: Atushi Iwaoka

Art Design: Hiroyasu Nagai, Osamu Matsuura


$end

#-----------------------------

#Operation Wolf

$info=opwolf,
$bio

Operation Wolf (c) 11/1987 Taito.

A bootleg of this game is known as Operation Bear.


- SERIES:


1. Operation Wolf

2. Operation Thunderbolt

3. Operation Wolf 3


$end

#-----------------------------

#Orbit

$info=orbit,
$bio

Orbit (c) 11/1978 Atari.


- STAFF:


Designed and programmed by Owen Rubin.


$end

#-----------------------------

#Orbitron

$info=orbitron,
$bio

Orbitron (c) Sigantron USA.


$end

#-----------------------------

#Ordyne

$info=ordyne,
$bio

Ordyne (c) 09/1988 Namco.


- TRIVIA:


This is the first game to use sprite scaling and massive sprite rotation.


$end

#-----------------------------

#Oriental Legend

$info=orlegend,orlegndc,orlegnde,
$bio

Oriental Legend (c) 1997 IGS.


- STAFF:


Excutive Producer: Alf

Program Engineer: Lth, Why, Cji

Hardware Engineer: Franklin,Wu, Chuang,Yu-Fen

Animation: Lai,Yao Kun, Wu, Szn Chlang, N.D, C.K.C, J.C.H, P.P.C, Y.J.S, L.C.U, Deby,Fu, Minchen,W., Su,Ping Chen, Melody, Andy,Chiu, Eagle Young, L.S.J, Akira Yuki, Chou,Hsien-Chin, M.A.Y, Kelly

Music Conductor: Ray

Music & S.E: Eddie Yao

Directed: Mao,Li De, Liu,Guo Jun, Gao,Zhong Zen

Producer: Ko-Chu Lee, Paulchiang, A.C.Chen, Tzung Hui Cheng


$end

#-----------------------------

#Othello Derby

$info=othldrby,
$bio

Othello Derby (c) 1995 Sunwise.


$end

#-----------------------------

#Otona no Mahjong

$info=otonano,
$bio

Otona no Mahjong (c) 1988 Apple.


$end

#-----------------------------

#Out Run

$info=outrun,outruna,outrunb,
$bio

Out Run (c) 11/1986 Sega.


- TRIVIA:


The game was a giga hit all around the world.
The beautiful music still fascinates many fans today.


- TIPS & TRICKS:


The fastest route for finishing the game is:
Right (Devil's Canyon),
Left (Snowy Alps),
Right (Wheatfield),
Right (Autobahn)


To make the car get to full speed faster, keep the RPM meter in the bottom-left corner within the green zone.
This will require you to shift a little earlier in some cases.


*Secret credit message*
Right before the road forks, press and hold Start.
When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.


- SERIES:


1. Out Run

2. Turbo Out Run

3. Out Runners


- STAFF:


Designed by Yu Suzuki.


$end

#-----------------------------

#Out Zone

$info=outzone,outzonea,
$bio

Out Zone (c) 08/1990 Toaplan.


- UPDATES:


Out Zone (set 2) uses different enemies in some stages and has extra bonuses compared to set 1.
The music sequences are also in different orders between the sets.


- STAFF:


Music and sound created by Tatsuya Uemura.


$end

#-----------------------------

#Outfoxies, The

$info=outfxies,outfxesj,
$bio

The Outfoxies (c) 1994 Namco.


$end

#-----------------------------

#Outline

$info=outline,
$bio

Outline (c) 1982 Century Electronics.

This game is also known as Radar Zone.


$end

#-----------------------------

#Over Drive

$info=overdriv,
$bio

Over Drive (c) 11/1990 Konami.


$end

#-----------------------------

#Over Top

$info=overtop,
$bio

Over Top (c) 04/1996 ADK.


$end

#-----------------------------

#Ozma Wars

$info=ozmawars,ozmawar2,
$bio

Ozma Wars (c) 12/1979 SNK.

A copy of this game is known as Space Phantoms.

A bootleg is known as Solar Fight.


- TRIVIA:


This is the first game manufactured by SNK. (Shin Nihon Kikaku)


$end

#-----------------------------

#P-47 - The Freedom Fighter

$info=p47j,
$bio

P-47 - The Freedom Fighter (c) 05/1988 Jaleco.

This game is known outside Japan as P-47 - The Phantom Fighter.


- SERIES:


1. P-47 - The Freedom Fighter

2. P-47 Ace


$end

#-----------------------------

#P-47 - The Phantom Fighter

$info=p47,
$bio

P-47 - The Phantom Fighter (c) 05/1988 Jaleco.

This game is known in Japan as P-47 - The Freedom Fighter.


- SERIES:


1. P-47 - The Phantom Fighter

2. P-47 Ace


$end

#-----------------------------

#P.O.W. - Prisoners of war

$info=pow,
$bio

P.O.W. - Prisoners of war (c) 08/1988 SNK.

This game is known in Japan as Datsugoku - Prisoners of War.


- STAFF:


Programmer: Konny, Regulus, Shoot Yamashita, Shochan


$end

#-----------------------------

#Pac & Pal

$info=pacnpal,pacnpal2,
$bio

Pac & Pal (c) 07/1983 Namco.

This game is also known as Pac-Man & Chomp Chomp.


- TIPS & TRICKS:


To get the maximum bonus for each level, get all the fruits by yourself: don't let the green Pal take them into the ghosts' home.
You can intercept Pal and take the fruit back by yourself just by running over it.


- SERIES:


1. Pac-Man

2. Ms. Pac-Man

3. Super Pac-Man

4. Pac-Man Plus

5. Jr. Pac-Man

6. Pac & Pal

7. Pac-Land

8. Pac-Mania


$end

#-----------------------------

#Pac-gal

$info=pacgal,
$bio

Pac-gal

This game is a hack of Ms. Pacman.


- UPDATES:


This is Ms. Pac-Man with a color change and a new name.
Also, the Midway name has been removed although the Midway logo is still there.


$end

#-----------------------------

#Pac-Man & Chomp Chomp

$info=pacnchmp,
$bio

Pac-Man & Chomp Chomp (c) 1983 Namco.

This game is also known as Pac & Pal.


- TIPS & TRICKS:


To get the maximum bonus for each level, get all the fruits by yourself: don't let the green Pal take them into the ghosts' home.
You can intercept Pal and take the fruit back by yourself just by running over it.


- SERIES:


1. Pac-Man

2. Ms. Pac-Man

3. Super Pac-Man

4. Pac-Man Plus

5. Jr. Pac-Man

6. Pac-Man & Chomp Chomp

7. Pac-Land

8. Pac-Mania


$end

#-----------------------------

#Pac-Land

$info=pacland,pacland2,pacland3,paclandm,
$bio

Pac-Land (c) 08/1984 Namco.

Licensed to Bally Midway for US manufacture and distribution. (10/1984)


- UPDATES:


(Midway), (set 1), and (set 2) versions enable you to pick your stage, (Set 3) just goes into stage 1.


- TIPS & TRICKS:


Pushing Fire Hydrants, Cactus, or Tree Stumps the opposite direction you are going will give you surprises like a Helmet, Invincibility, or sometimes a warp!
To push an item, jump over it, turn around, and run into it at full speed. Keep running, and it will be pushed to the left.
Some objects can also be pushed to the right.

A good example of this is on the first set of trees you come to after the start.
You will see a cherry floating above your head as you enter the woods.
Keep running past it until you come to a tree stump and keep running as though you're trying to push the stump to the right.
Wait until the cherry floats just past your head then continuously hit run and jump so that you collect the cherry plus all the others that appear in sequence.
Now jump over the next tree stump and "push" it backwards.
You'll get a massive score bonus (100,000 ?) and get warped forward a few levels.

Another example: On the 4th level of every trip (with the Fairy Shoes) pushing back an item will bring out a bunch of balloons.
One of them is worth 7650 and the rest are only 100.


Use the Helmet to block the little ghosts dropped from airplanes and Inky and you'll get 300 points for each one.
Also, if you are in an area with airplanes and a Power Pellet is nearby, wait until a little ghost or 2 are dropped and grab the Power Pellet and eat little ghosts as they are falling (this is tough to do).
Any ghost you eat after the 5th is worth 7650 points!


Try to collect the "power pills" when as many ghosts as possible are on screen so that you can kill all four that move around plus the one that constantly "trails" you.
If you manage to get all four plus the "trailing" one LAST, a small pacman with the letter "L" appears. Jump and catch it to get a bonus for the amount of time you have remaining, and your time reset to full.


You can receive bonus points by jumping at a particular place at the end of each level.
The points received are relevant to the vertical position of your character when the level finishes.
This works at the end of every stage, not just where there is a church, e.g. the return journey to your "family".
The maximum score for being just short of landing is 7650.
To achieve this, if you are near a church, jump when the center of your head is horizontally level with the rear "wall" of the church.


Jumping just before the end of a stage (when pac man slows down), will get you bonus points, depending on when you jump, you get between 100 and 7650.

When you come to the springs, go full speed and jump off the springboard, then keep pressing right to slow your descent and let you get across big ponds.


$end

#-----------------------------

#Pac-Man

$info=pacman,pacmanm,pacmod,pacheart,pacmanbl,
$bio

Pac-Man (c) 10/1980 Namco.

Also licensed to Midway. (12/1980)

The original Japanese game is called Puckman.

A hack of this game is known as Hangly Man.


- TRIVIA:


Pacman was conceived at lunchtime...literally.
The designer was very hungry, and ordered a whole pizza for himself.
He took one slice, and Pacman was born.
The game took 1 1/2 years to complete, and had five people on its team.

The game was called Puckman in Japan, but due to American's predilection with changing words to vulgarities by scratching part of the word off (Puck to...well, you known), it was changed to Pacman.
The name Pacman is derived from the Japanese slang word "paku-paku", which means "to eat".

Pacman is the greatest selling arcade game of all time, and is arguably the most well-known video character.
It had its own cartoon, lunch box, board game, and hundreds of other products.
Pacman was also the first game to have a "character", and changed the face of video games forever.
Pacman was the first video game to be as equally popular to women as it was with men.
Pacman's cult status in the early 80s was so great, it even inspired a catchy hit song by Buckner and Garcia called "Pac-Man Fever."


- TIPS & TRICKS:


Idle trick:
Need a breather?
Just park yourself in the spot immediately to the right of where you start, and make sure that no monsters are "looking" at you when you do it.
The monsters will run all over the maze, but they'll never find you.
Go to the bathroom in peace.


After the 255th level, Pac-Man locks up with an interesting split-screen effect.
This lockup does not occur if, at the end of level 254, the number "255" appears at any point within your score.


- SERIES:


1. Pac-Man

2. Ms. Pac-Man

3. Super Pac-Man

4. Pac-Man Plus

5. Jr. Pac-Man

6. Pac & Pal

7. Pac-Land

8. Pac-Mania


- STAFF:


Designed by Toru Iwantani.

Programmed by Hideyuki Mokajima and crew.


$end

#-----------------------------

#Pac-Man Plus

$info=pacplus,
$bio

Pac-Man Plus (c) 1982 Namco.

Licensed to Bally Midway. (01/1983)


- SERIES:


1. Pac-Man

2. Ms. Pac-Man

3. Super Pac-Man

4. Pac-Man Plus

5. Jr. Pac-Man

6. Pac & Pal

7. Pac-Land

8. Pac-Mania


$end

#-----------------------------

#Pac-Mania

$info=pacmania,pacmanij,
$bio

Pac-Mania (c) 11/1987 Namco.


- UPDATES:


There are more levels in the Japanese version.


- SERIES:


1. Pac-Man

2. Ms. Pac-Man

3. Super Pac-Man

4. Pac-Man Plus

5. Jr. Pac-Man

6. Pac & Pal

7. Pac-Land

8. Pac-Mania


- STAFF:


Game Design: St. Daimyojin

Character Design: T. Yamashita, A. Usukura

Visual Design: Satoshi S., Babe. Teshina, Yukari M., Tomoyuki S.

Music and Sound: Junko Ozana, Yuri., Y. Tomuro

Game Program: Taro. Shimizu

System Program: Taro. Shimizu, Kosei M., Dr. Tam., H. Yamazaki, .. and Superiors.

System Design: T. Ogawa, T. Okada, M. Inoue, Dr. Tam, ..and Superiors.

Director: St. Daimyojin, T. Twatant

Presenter: Fun First Pro.


$end

#-----------------------------

#Pachinko Sexy Reaction

$info=sxyreact,
$bio

Pachinko Sexy Reaction (c) 1998 Sammy.


$end

#-----------------------------

#Paddle 2

$info=paddle2,
$bio

Paddle 2 (c) 1988

This game is a bootleg of Arkanoid.


$end

#-----------------------------

#Paddle Mania

$info=paddlema,
$bio

Paddle Mania (c) 1988 SNK.


$end

#-----------------------------

#Paint Roller

$info=paintrlr,
$bio

Paint Roller

This game is a bootleg of Crush Roller


$end

#-----------------------------

#Pairs

$info=pairs,
$bio

Pairs (c) 09/1994 Strata / Incredible Technologies.


$end

#-----------------------------

#Palamedes

$info=palamed,
$bio

Palamedes (c) 1990 Taito.


$end

#-----------------------------

#Pandora's Palace

$info=pandoras,
$bio

Pandora's Palace (c) 02/1984 Konami / Interlogic.


$end

#-----------------------------

#Pang

$info=pang,pangb,
$bio

Pang (c) 1989 Mitchell.

This game is known in Japan as Pomping World, and in US as Buster Bros.


- SERIES:


1. Pang

2. Super Pang

3. Pang! 3


- STAFF:


Planning: NDA

Program: Hospitel Masa, Mamichan Otona

Music Compose: Tamayo

Character Design: Hiramattyo, Oyuu

Direction: Kihaji.O.


$end

#-----------------------------

#Pang Poms

$info=pangpoms,pangpomm,
$bio

Pang Poms (c) 1992 Metro.

Also licensed to Mitchell.


- STAFF:


Producer: M. Ichimura

Director: Mr. Machida

Game Designer: Yos.S

Programer: Mr. Tanida

Visual Design: Ponta, Suzuki, Asaku, Kayoko

Manual Editor: Tawa

Sound Data Sequencer: K. Takeuchi


$end

#-----------------------------

#Pang! 3

$info=pang3,pang3j,
$bio

Pang! 3 (c) 06/1995 Mitchell.

This game is known outside Japan as Buster Buddies.


- SERIES:


1. Pang

2. Super Pang

3. Pang! 3


- STAFF:


Planner: Da., F. Kuwahara, S. Obata (Manhattan)

Programmer: Cat, Y. Inada (Ine), T. Misawa

Character Designer: Imo, Tom-Pang, S. Kitamura, Ban, Miyo.

Artist: Y.N, Akagi, Joe, A. Hamada

Music Composer: Oyaji

Sound Designer: Toshi Kajino, Hiroaki K.

Supervisor: Kihaji. O


$end

#-----------------------------

#Panic Bomber

$info=panicbom,
$bio

Panic Bomber (c) 01/1995 Eighting/Hudson.


$end

#-----------------------------

#Paperboy

$info=paperboy,
$bio

Paperboy (c) 12/1984 Atari Games.


- TRIVIA:


On Monday, June 30, 1986; Mr. Mark Caesar and Mr. Robin Hallingstad file a suit against Atari Games Corp. for $1 million plus profits alleging that the company stole the idea for a video game that was marketed by the name of PAPERBOY.
The boys had submitted to Atari a detailed proposal for a similar game in July 1983.


- TIPS & TRICKS:


In the race at the end of the day, the end of it has a stadium with an audience, and a lawn with a fence on it.
There's a bit of grass on the right side of the fence.
If you steer your bike onto the grass, the bike will *not* stop!
It keeps going.
Do it once more, then finish the normal way.
Your score will get really high.


Here's another, more detailed view of the same technique:

You are able to score millions by going through the training course without hitting anything (with papers) and then riding through the area between the finish line and the fence.
This doesn't award the points right away.

You still have to go on through the parking lot (which then messes up the whole screen - lots of added shapes, and color blocks not really corresponding to anything).

Then if you keep going (with your bike moving very slow toward the right side of screen) the game will loop you back to the training course again.
This is where you get 1 million points (or enough to make the high score run into the standing number (i.e. 1-10).

The training course is the same but this time the screen is really messed up.
Only the main obstacles are shown (i.e. any moving objects), but the background is totally screwed.

You only can get the machine to do two separate first runs (i.e. once through the training course for a million) or 1 single 10 million run (twice through), but after that it won't let you do it again for the rest of that credit.
This works on most Paperboy machines, but not all.


After a score of 10,000,000 or more is achieved, the initial in the top 10 ranking merges with the score to produce a truly impressive score display.
For example, if you had top score at 10,000,000, this would appear as "110,000,000"!


- STAFF:


Designed and programmed by John Salwitz, Dave Ralston and Russel "Rusty" dawe.

Game art by Doug Snyder.

Sound by Hal Canon.

Animation by Will Noble.


$end

#-----------------------------

#Parodius Da!

$info=parodius,
$bio

Parodius Da! (c) 04/1990 Konami.


- SERIES:


1. Parodius Da!

2. Gokujou Parodius

3. Sexy Parodius


- STAFF:


Main programmer: Chichibinta, Tsukasa

Sub-programmer: Tyuken

Character design: GaKincho, Touyou Syoutarou, Takemasa.M, Mory-Wandyu, Mikachan

Sound: -Cameo- Matano, -Dokuo- Umeno

Hard design: Dendoukonisi

Tool design: Au Toshimi, Kanton Ten


$end

#----------------------------

#Pass

$info=pass,
$bio

Pass (c) 1992 Oksan.


- STAFF:


Boss: Kim .Y.H

Hardware: Yun .H.S

Software: Yun .H.S

Game Design: Yun .H.S

Graphics: Bae .K.H, Sim .M.S, Jo .S.M, Yoo .M.S, Ahn .Y.M


$end

#-----------------------------

#Passing Shot

$info=passsht,passshtb,passht4b,
$bio

Passing Shot (c) Sega.


$end

#-----------------------------

#Pastel Gal

$info=pastelgl,
$bio

Pastel Gal (c) 11/1985 Nichibutsu.


$end

#-----------------------------

#Peek-a-Boo!

$info=peekaboo,
$bio

Peek-a-Boo! (c) 05/1993 Jaleco.


$end

#-----------------------------

#Peeggle

$info=peggle,pegglet,
$bio

Peggle (c) 1991 Strata / Incredible Technologies.


- STAFF:


Game concept/Art: R.Scott Morrison

Programming: Janie Zeto

Sounds: Leif Marwede

Hardware/Support: Ann Vonckx, Bill Remer


$end

#-----------------------------

#Pengo

$info=pengo,pengo2,pengo2u,pengob,
$bio

Pengo (c) 10/1982 Sega.

A bootleg of this game is known as Penta.


- UPDATES:


(Set 2) draws its maze much more quickly and has snappy original music, whereas (Set 1)'s music is a copy of an instrumental pop song from the 70's.


- STAFF:


Designed and programmed by Nobuo Kodera, Tsutomu Iwane, Akira Nakakuma, and Shinji Egi.


$end

#-----------------------------

#Penguin-Kun Wars

$info=pkunwar,pkunwarj,
$bio

Penguin-Kun Wars (c) UPL.


$end

#-----------------------------

#Penta

$info=penta,
$bio

Penta (c) 1982.

This game is a bootleg of Pengo.


$end

#-----------------------------

#Pepper II

$info=pepper2
$bio

Pepper II (c) 06/1982 Exidy.


- TIPS & TRICKS:


The highest point values in this game are for grabbing bonus items and finishing mazes.
Go for bonus items as quickly as possible, because they vanish if not collected within a certain amount of time.


If threatened, don't hesitate to leave whatever maze you're working on and start another one.
One of the nice things about this game is that you're working on four mazes at once, and they can be finished in any order.
Don't feel obligated to finish one before starting another.


If the thing that unzips your trail enters the maze, it is generally best to leave and come back later, though taking a pitchfork will freeze him for a while.


$end

#-----------------------------

#Percussor, The

$info=percuss,
$bio

The Percussor (c) 1981 Orca.


$end

#-----------------------------

#Perfect Soldiers

$info=psoldier,
$bio

Perfect Soldiers (c) 09/1993 Irem.


- STAFF:


Game Plan: Roo, Hirogon, Oni.Nag

Program: Nagomi

Graphic: Sagotan, U.W.F., Kimi, Hidarin, Core.1, Yassy

Sound: Irem Sound Team


$end

#-----------------------------

#Performan

$info=perfrman,perfrmau,
$bio

Performan (c) 04/1985 Data East.


$end

#-----------------------------

#Peter Pack-Rat

$info=peterpak,
$bio

Peter Pack-Rat (c) 1984 Atari Games.


- STAFF:


Designed and programmed by Peter Thompson.

Art and animation by Debbie Hayes.

Sound by Mike Fuller.


$end

#-----------------------------

#Pettan Pyuu

$info=pettanp,
$bio

Pettan Pyuu (c) 1984 Sun Electronics.


$end

#-----------------------------

#PGM

$info=pgm,
$bio

PolyGame Master (c) 1997 IGS.


- TRIVIA:


"International Games System" (IGS) was officially established in October 1991.


$end

#-----------------------------

#Phantasm

$info=phantasm,
$bio

Phantasm (c) 1991 Jaleco.

This game is known outside Japan as Avenging Spirit .


- STAFF:


Total Planner: Toku

Game Designer: Myaa

Programmer: T. Hata

Character Designer: Sanbo, H. Mamoru

B.G. Designer: Seven Star, C 57

Sound Producer: Tykoon Mori

Sound Composer: Studio O. K.


$end

#-----------------------------

#Phantom II

$info=phantom2,
$bio

Phantom II (c) 10/1979 Midway.


$end

#-----------------------------

#Phelios

$info=phelios,
$bio

Phelios (c) 1988 Namco.


$end

#-----------------------------

#Phoenix

$info=phoenix,phoenixt,phoenix3,phoenixc,phoenixa,
$bio

Phoenix (c) 12/1980 Amstar.

Licensed to Centuri for US manufacture and distribution. (03/1981)

Two bootlegs of this game are known as Batman Part 2, and Condor.


- TIPS & TRICKS:


Easter Egg (IRECSA - G.G.I. Corp version only):
On the first level, with the birds in a doughnut shape, shoot the first two birds from the left-hand side, be as quick as you can.
Then move your ship as far to the left as you can and wait for about 10-15 seconds.
Three birds will fly around then go back to the formation, which should then all move.
Three more birds will fly around with one going off the left hand side of the screen, come under and hit your ship.
A beeping noise is heard and you should have over 100,000 points and 5 lives.
If it doesn't work first time, keep trying.


During the game three birds will attack all in a line.
Let those birds fly all the way to the bottom and start to fly back up.
As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and you will get 200,000 points instead of 200.

Chad adds: "The best way to get the 200,000 point bonus for shooting the three birds in a line is on the second stage of level 2.
The blue and pink birds in an oval shape.
Just wait, not firing at the bottom of the screen.
A single bird will come down, fanny around and then fly back up, then 4 birds will fly down together in a line.
When they start to fly back up - blast three of them for the bonus.
It works best here because of the rapid fire allowed on this and every other 2nd stage.
If you repeat the trick after succesfully doing it the first time, you lose 200, 000 points however - so make sure you only do it once !"


Here's a tip for fighting the large birds on the third or fourth levels.
When the birds are small, stay in the middle and try to shoot them, but after they "grow up", go to the extreme left edge of the screen and start shooting.
The birds will bomb you, but the bombs won't damage you in this spot.
Rarely, they will bomb you with bombs that don't come from the edge of the screen.
These may kill you, so go right to avoid them.

If they want to attack you, use the shield button to destroy them.
With these tricks, you will almost never lose a life on these levels.


At the last screen, the 5th, let the spaceship go down to the bottom of the screen, while destroying the purple bottom of the large ship.
When the ship stops, destroy it.
This allows you to receive at least 8200 points.


- SERIES:


1. Phoenix

2. Pleiads


$end

#-----------------------------

#Phozon

$info=phozon,
$bio

Phozon (c) 08/1983 Namco.


$end

#-----------------------------

#Pickin'

$info=pickin,
$bio

Pickin' (c) 1983 Valadon Automation.


$end

#-----------------------------

#Pig Newton

$info=pignewt,pignewta,
$bio

Pig Newton (c) 1983 Sega.


$end

#-----------------------------

#Pig Out - Dine Like a Swine

$info=pigout,pigouta,
$bio

Pig Out - Dine Like a Swine (c) 06/1990 Leland.


- STAFF:


Direction: John Rowe, Medo Moreno, Dan Viescas

Art: Jerry Huber

Software: Cris Fitch, Joe Kosic

Music/Fx: Sam Powell

Sound Software: Michelle Simon

Hardware: Alex McKay, Eric Henderson

Cabinet art: Scott Benefiel

Cabinet design: Dave Scott


$end

#-----------------------------

#Pigskin 621AD - Ancient Archrivals on a Rampage

$info=pigskin,
$bio

Pigskin 621AD - Ancient Archrivals on a Rampage (c) 1990 Midway.


- STAFF:


Concept and design: Brian Colin and Jeff Nauman.


$end

#-----------------------------

#Pinball Action

$info=pbaction,pbactio2,
$bio

Pinball Action (c) 1985 Tehkan.


- TIPS & TRICKS:


Each "extra" table has a sequence that must be completed to activate the corresponding "RGB" light on the main table.
For the blue table, it's hitting all sequences of cards shown.
For the green table, it's hitting all the pin rollovers three times (three "strikes").
For the red table, it's getting three of a kind in the slot display.

When the sequence is completed, the "E" light on that table comes on.
Once the "E" target is hit, the "RGB" light for that table will be lit.
Activating all three lights (finishing all three RGB tables) lights up the "E" on the main board.
Hitting this when lit gives you the super jackpot, which I think is worth around 200,000 points.

Hitting the colored tabs once on the main board opens the entry hole for the corresponding "extra" table.
Hitting the colored tabs again, while the hole is open, activates the downpost on that extra table.

Hitting a lit "E" light on an extra table gives an extra ball.
Hitting the lit "S" light on the main table (there is no "E" light on the main table--once all three "E" lights have been lit, the "S" light comes on) gives the "super jackpot"--no points, but 3 free credits.

The "pine cone" target that sometimes gives 10,000 or 50,000 points also sometimes shows two Japanese characters, which I believe gives an extra ball.


Every so often a genie lamp or pine cone will pop up.
This is usually worth 10,000 points, but is sometimes worth 50,000 points.


$end

#-----------------------------

#Pinbo

$info=pinbo,pinbos,
$bio

Pinbo (c) 1984 Jaleco.


$end

#-----------------------------

#Ping Pong

$info=pingpong,
$bio

Ping Pong (c) 06/1985 Konami.


$end

#-----------------------------

#Pioneer Balloon

$info=pballoon,
$bio

Pioneer Balloon (c) 03/1982 SNK.


$end

#-----------------------------

#Pipe Dream

$info=pipedrm,pipedrmj,
$bio

Pipe Dream (c) 1990 Video System.


$end

#-----------------------------

#Pipi & Bibis

$info=pipibibs,pipibibi,
$bio

Pipi & Bibis (c) 1991 Toaplan.

This game is known in Japan as Whoopee!!.


- TIPS & TRICKS:


Every world is composed by 4 levels: at the end of every world you can see a naked girl.
Girls seem to be only a little mixed in different versions.


Stay in the middle of stairs to avoid enemies (hoping they will not use them), with just a little strip of your hat visible upstairs.


When enemies are waiting for you near an elevator, just slide under the opening door in front of them: they will fall, so you can run away or kill them.
It works also if they are inside the elevator but it's more dangerous.


The H-coin gives you 10000 points, while if you kill an enemy (by making him fall out of the screen) you gain 1000 points, if the enemy falls without dying it gives 500 points and 3000 points for a placed bomb.

Hit enemies while they are jumping: they will fall directly out.


You can't use your weapon while jumping, so find a good place where you can hit enemies until you are sure to pass.


After 30 seconds a kind of bomb will follow you trying to kill you.
You can escape it bombing a computer or ...dying :)


Pay attention to green 'bros': the smaller one is often hid by the other; also look at the yellow jacket one: once you killed him a cyan fire will appear, wait until it is gone and you can pass safely.


$end

#-----------------------------

#Piranha

$info=piranha,
$bio

Piranha (c) 11/1981 GL.

This game is a hack of Pacman that was released in the arcades as a conversion kit.


$end

#-----------------------------

#Pirate Pete

$info=piratpet,
$bio

Pirate Pete (c) 11/1982 Taito.

This game is a modifed version of Jungle King.


- UPDATES:


The differences between this game and Jungle King are the player character is a heroic pirate instead of the Tarzan character, he swings on ropes between ship's masts instead of vines between trees, swims through a shark-infested ocean instead of a crocodile-infested river, the enemies on the fourth level are sword-wielding pirates instead of spear-chucking cannibals and an opening musical theme is used in certain parts of the game instead of the opening Tarzan yell.


$end

#-----------------------------

#Pirate Ship Higemaru

$info=higemaru,
$bio

Pirate Ship Higemaru (c) 09/1984 Capcom.


- TRIVIA:


This game features one of the first game soundtracks composed by Tamayo Kawamoto, who made also other Capcom 80's BGM like Speed Rumbler.
She now works at Taito: she's a member of Zuntata, the popular (well, in Japan) Taito band where she plays keyboards.
Among her latest compositions: Darius Omnibus, Raycrisis, and Raystorm.


- STAFF:


Tokuro Fujiwara, Toshio Arima, T. Hara, Y. Maki, A. Mori, Tamayo Kawamoto, K. Kamimori, H. Fujinaka, Yoshiki Okamoto, R. Miyamoto


$end

#-----------------------------

#Pisces

$info=pisces,piscesb,
$bio

Pisces (c) Subelectro.


$end

#-----------------------------

#Pistol Daimyo no Bouken

$info=pistoldm,
$bio

Pistol Daimyo no Bouken (c) 10/1990 Namco.


$end

#-----------------------------

#Pit-Fighters

$info=pitfight,pitfigh3,pitfighb,
$bio

Pit-Fighters (c) 09/1990 Atari Games.


- STAFF:


Project Leaders/Designers: Gary Stark and Mark Stephen Pierce

Programmers: Gary Stark and Paul Kwinn

Digital Imaging: Rob Rowe

Engineers: Sam Lee and Doug Snyder

Cast: Bill Chase (Buzz), Marc Williams (Ty), Glenn Fratticelli (Kato), John Aguire (Executioner), James Thompson (Southside Jim), Eddie Venancio (Chainman), Miles McGowan (Mad miles), Kim Rhodes (Heavy Metal), Rich Vargas (C.C. Rider), Angela Stellato (Angel), Bill McAleenan (Masked Warrior), Dianne Bertucci (Knife Woman), Milt Loper (Knife Man), Tina Scyrater and Maria Lenytzkyj (Finale Women)


$end

#-----------------------------

#Pit, The

$info=thepit,
$bio

The Pit (c) 04/1982 Centuri.


$end

#-----------------------------

#Pitfall II - The Lost Caverns

$info=pitfall2,pitfallu,
$bio

Pitfall II - The Lost Caverns (c) 1984 Activision.

Reprogrammed and released by sega in 1985


- TRIVIA:


Based on a computer game originally created and designed by David Crane for Activision.


$end

#-----------------------------

#Play Girls

$info=plgirls,
$bio

Play Girls (c) 1992 Hot-B.


- SERIES:


1. Play Girls

2. Play Girls 2


- STAFF:


Producer: Hiroshi Omori

Designer: Tomosama, Fun

Programmer: Masato Kimura, Takumi Nakayama


$end

#-----------------------------

#Play Girls 2

$info=plgirls2,
$bio

Play Girls 2 (c) 1993 Hot-B.


- SERIES:


1. Play Girls

2. Play Girls 2


- STAFF:


Project Leader: Yamaguchi

Produce: Hiroshi Omori, Ko....Shi To...En

Program: Yamaguchi, Y. Hirasawa, Y. Satoh

Graphic: R. Kinoshita, Watashi, Fun, Terukirimaru, Kusukusu, Barbara, Salem


$end

#-----------------------------

#PlayBall!

$info=playball,
$bio

PlayBall! (c) 1983 Williams.


$end

#-----------------------------

#PlayChoice-10 (bios)

$info=playch10,
$bio

PlayChoice-10 (c) 1986 Nintendo.


- GAME LIST:


1983:

Mario Bros.

Tennis


1984:

Ballon Flight

Baseball

Duck Hunt

Execite Bike

Golf

Hogan's Alley

Kung Fu

Wild Gunman


1985:

1942

Gauntlet

Super Mario Bros.


1986:

Gradius

Metroid

Pro Wrestling

The Goonies

Trojan

Volley Ball


1987:

Castevania

Double Drible

Mike Tyson's Punchout

Rad Racer

RC Pro Am

Rescue Rangers - Disney's Chip 'n Dale

Rush n' Attack

Rygar

Track & Field


1988:

Contra

Double Dragon

Super Mario Bros. 2

Super Mario Bros. 3


1989:

Baseball Stars - Be a Champ!

Captain Sky Hawk

Ninja Gaiden

Tecmo Bowl

Teenage Mutan Ninja Turtles

Uncle Fester's Quest - The Addams Family


1990:

Dr. Mario

Mega Man III

Ninja Gaiden Episode II - The Dark Sword of Chaos

Nintendo World Cup

Rad Racer II

Solar Jetman

Super C

Teenage Mutan Ninja Turtles 2

Yo! Noid


1991:

Mario's Open Golf

Ninja Gaiden Episode III - The Ancient Ship of Doom

Power Blade

Rockin' Kats


$end

#-----------------------------

#PlayChoice-10: 1942

$info=pc_1942,
$bio

1942 (c) 07/1987 Capcom.


$end

#-----------------------------

#PlayChoice-10: Balloon Fight

$info=pc_bfght,
$bio

Balloon Fight (c) 1984 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Baseball

$info=pc_bball,
$bio

Baseball (c) 1984 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Baseball Stars - Be a champ!

$info=pc_bstar,
$bio

Baseball Stars - Be a champ! (c) 1984 SNK.

Lisenced to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Captain Sky Hawk

$info=pc_cshwk,
$bio

Captain Sky Hawk (c) 1989 Milton Bradley / Rare.

Licensed to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Castevania

$info=pc_cvnia,
$bio

Castevania (c) 1987 Konami.

Licensed to Nintendo.


- STAFF:


Directed by Trans Fishers.

Screenplay by Wram Stoker.

Music by James Banana.


$end

#-----------------------------

#PlayChoice-10: Contra

$info=pc_cntra,
$bio

Contra (c) 1988 Konami.

Licensed to Nintendo.


- STAFF:


Programmers: S. Umezaki, S. Kishiwada, K. Yamashita, T. Danjyo, M. Ogawa

Graphic Designers: T. Ueyama, S. Muraki, M. Fujiwara, T. Nishikawa, C. Ozawa

Sound Creators: H. Maezawa, K. Sada

Directed by Umechan, ans S. Kitamoto.


$end

#-----------------------------

#PlayChoice-10: Double Dragon

$info=pc_ddrgn,
$bio

Double Dragon (c) 1988 Technos.

Licensed to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Double Drible

$info=pc_dbldr,
$bio

Double Drible (c) 1987 Konami.

Licensed to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Dr. Mario

$info=pc_drmro,
$bio

Dr. Mario (c) 10/1990 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Duck Hunt

$info=pc_duckh,
$bio

Duck Hunt (c) 1984 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Excitebike

$info=pc_ebike,
$bio

Excitebike (c) 1984 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Gauntlet

$info=pc_gntlt,
$bio

Gauntlet (c) 1985 Atari Games.

Licensed to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Golf

$info=pc_golf,
$bio

Golf (c) 1984 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Gradius

$info=pc_grdus,
$bio

Gradius (c) 1986 Konami.


$end

#-----------------------------

#PlayChoice-10: Hogan's Alley

$info=pc_hgaly,
$bio

Hogan's Alley (c) 1984 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Kung Fu

$info=pc_kngfu,
$bio

Kung Fu (c) 1984 Irem.

Licensed in 1985 to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Mario Bros.

$info=pc_mario,
$bio

Mario Bros. (c) 1983 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Mario's Open Golf

$info=pc_moglf,
$bio

Mario's Open Golf (c) 1991 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Mega Man III

$info=pc_mman3,
$bio

Mega Man III (c) 1990 Capcom.

Licensed to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Metroid

$info=pc_mtoid,
$bio

Metroid (c) 07/1987 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Mike Tyson's Punchout

$info=pc_miket,
$bio

Mike Tyson's Punchout (c) 1987 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Ninja Gaiden

$info=pc_ngaid,
$bio

Ninja Gaiden (c) 1989 Tecmo.

Licensed by Nintendo.


- SERIES:


1. Ninja Gaiden

2. Ninja Gaiden Episode II - The Dark Sword of Chaos

3. Ninja Gaiden Episode III - The Ancient Ship of Doom


$end

#-----------------------------

#PlayChoice-10: Ninja Gaiden Episode II - The Dark Sword of Chaos

$info=pc_ngai2,
$bio

Ninja Gaiden Episode II - The Dark Sword of Chaos (c) 1990 Tecmo.

Licensed by Nintendo.


- SERIES:


1. Ninja Gaiden

2. Ninja Gaiden Episode II - The Dark Sword of Chaos

3. Ninja Gaiden Episode III - The Ancient Ship of Doom


$end

#-----------------------------

#PlayChoice-10: Ninja Gaiden Episode III - The Ancient Ship of Doom

$info=pc_ngai3,
$bio

Ninja Gaiden Episode III - The Ancient Ship of Doom (c) 1991 Tecmo.

Licensed by Nintendo.


- SERIES:


1. Ninja Gaiden

2. Ninja Gaiden Episode II - The Dark Sword of Chaos

3. Ninja Gaiden Episode III - The Ancient Ship of Doom


$end

#-----------------------------

#PlayChoice-10: Nintendo World Cup

$info=pc_wcup,
$bio

Nintendo World Cup (c) 1989 Technos.

Licensed to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Power Blade

$info=pc_pwbld,
$bio

Power Blade (c) 1989 Taito.

Licensed by Nintendo.


$end

#-----------------------------

#PlayChoice-10: Pro Wrestling

$info=pc_pwrst,
$bio

Pro Wrestling (c) 12/1986 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Rad Racer

$info=pc_radrc,
$bio

Rad Racer (c) 1989 Square.


- SERIES:


1. Rad Racer

2. Rad Racer II


$end

#-----------------------------

#PlayChoice-10: Rad Racer II

$info=pc_radr2,
$bio

Rad Racer II (c) 1990 Square.

Licensed by Nintendo.


- SERIES:


1. Rad Racer

2. Rad Racer II


$end

#-----------------------------

#PlayChoice-10: R.C. Pro-Am

$info=pc_rcpam,
$bio

R.C. Pro-Am (c) 1987 Rare.


$end

#-----------------------------

#PlayChoice-10: Rescue Rangers - Disney's Chip 'n Dale

$info=pc_rrngr,
$bio

Rescue Rangers - Disney's Chip 'n Dale (c) 1987 Capcom.

Licensed by Nintendo.


$end

#-----------------------------

#PlayChoice-10: Rockin' Kats

$info=pc_rkats,
$bio

Rockin' Kats (c) 1991 Atlus Software.

Licensed by Nintendo.


$end

#-----------------------------

#PlayChoice-10: Rush'n Attack

$info=pc_rnatk,
$bio

Rush'n Attack (c) 1987 Konami.

Licensed to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Rygar

$info=pc_rygar,
$bio

Rygar (c) 1987 Tecmo.

Licensed to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Solar Jetman

$info=pc_sjetm,
$bio

Solar Jetman (c) 1990 Rare.


$end

#-----------------------------

#PlayChoice-10: Super C

$info=pc_suprc,
$bio

Super C (c) 1990 Konami.

Licensed by Nintendo.


$end

#-----------------------------

#PlayChoice-10: Super Mario Bros.

$info=pc_smb,
$bio

Super Mario Bros. (c) 04/1986 Nintendo.


- STAFF:


Designed by Shigeru Miyamoto.


- SERIES:


1. Super Mario Bros.

2. Super Mario Bros. 2

3. Super Mario Bros. 3


$end

#-----------------------------

#PlayChoice-10: Super Mario Bros. 2

$info=pc_smb2,
$bio

Super Mario Bros. 2 (c) 1988 Nintendo.


- STAFF:


Designed by Shigeru Miyamoto.


- SERIES:


1. Super Mario Bros.

2. Super Mario Bros. 2

3. Super Mario Bros. 3


$end

#-----------------------------

#PlayChoice-10: Super Mario Bros. 3

$info=pc_smb3,
$bio

Super Mario Bros. 3 (c) 1988 Nintendo.


- STAFF:


Designed by Shigeru Miyamoto.


- TRIVIA:


Super Mario Bros. 3 was prewiewed in the US market via the Playchoice machine.


- SERIES:


1. Super Mario Bros.

2. Super Mario Bros. 2

3. Super Mario Bros. 3


$end

#-----------------------------

#PlayChoice-10: Tecmo Bowl

$info=pc_tbowl,
$bio

Tecmo Bowl (c) 1989 Tecmo.

Licensed by Nintendo.


$end

#-----------------------------

#PlayChoice-10: Teenage Mutant Ninja Turtles

$info=pc_tmnt,
$bio

Teenage Mutant Ninja Turtles (c) 1989 Konami.

Lisensor: Ultra Games


- SERIES:


1. Teenage Mutant Ninja Turtles

2. Teenage Mutant Ninja Turtles II - The Arcade Game


$end

#-----------------------------

#PlayChoice-10: Teenage Mutant Ninja Turtles II - The Arcade Game

$info=pc_tmnt2,
$bio

Teenage Mutant Ninja Turtles II - The Arcade Game (c) 1990 Konami.

Lisensor: Ultra Games


- SERIES:


1. Teenage Mutant Ninja Turtles

2. Teenage Mutant Ninja Turtles II - The Arcade Game


$end

#-----------------------------

#PlayChoice-10: Tennis

$info=pc_tenis,
$bio

Tennis (c) 1983 Nintendo.


$end

#-----------------------------

#PlayChoice-10: The Goonies

$info=pc_goons,
$bio

The Goonies (c) 1986 Konami.


$end

#-----------------------------

#PlayChoice-10: Track & Field

$info=pc_tkfld,
$bio

Track & Field (c) 1987 Konami.

Licensed by Nintendo.


$end

#-----------------------------

#PlayChoice-10: Trojan

$info=pc_trjan,
$bio

Trojan (c) 1986 Capcom.

Licensed to Nintendo.


$end

#-----------------------------

#PlayChoice-10: Uncle Fester's Quest - The Addams Family

$info=pc_ftqst,
$bio

Uncle Fester's Quest - The Addams Family (c) 1989 Sunsoft.

Licensed by Nintendo.


$end

#-----------------------------

#PlayChoice-10: Volley Ball

$info=pc_vball,
$bio

Volley Ball (c) 12/1986 Nintendo.


- STAFF:


Designed and Programmed by T. Hashishita.


$end

#-----------------------------

#PlayChoice-10: Wild Gunman

$info=pc_wgnmn,
$bio

Wild Gunman (c) 1986 Nintendo.


$end

#-----------------------------

#PlayChoice-10: Yo! Noid

$info=pc_ynoid,
$bio

Yo! Noid (c) 1986 Capcom.

Licensed by Nintendo.


- TRIVIA:


The Noid character comes from a Domino's pizza commercial.


$end

#----------------------------

#Pleasure Goal - 5 on 5 Mini Soccer

$info=pgoal,
$bio

Pleasure Goal - 5 on 5 Mini Soccer (c) 1996 Saurus.

This game is known in Japan as Futsal - 5 on 5 Mini Soccer.


- STAFF:


Executive Producer: N. Tanaka

Planner: Ishimotti

Programmer: A. Ooi, K. Kawakubo, S. Yamane

Designer: Suitanakano, J. Mikami.24, Kiyoshi Matsueda, Kurara Kiri, Yuri Tachikawa, Azuma, Yuko Hara, Naohide Nakagawa

Sound: Sin Chan, Kaz Oshikiri


$end

#-----------------------------

#Pleiads

$info=pleiads,pleiadce,pleiadbl,
$bio

Pleiads (c) 04/1981 Tehkan.

Also licensed to Centuri for US manufacture and distribution. (07/1981)


- TIPS & TRICKS:


In the third round (the one with the nonmoving ship in the middle of the screen), shoot the "engine flare" out as its door opens to advance the bonus multiplier.
Each extinguished flare doubles the bonus.
It's hard to shoot out all five, as the last door is only open for a split second.
Make sure you don't kill all fliers until all possible flares have been extinguished!

In the later rounds, this bonus can give you 9600+ points if fully used. (It seems like it went up to 12000 points or so in the later rounds, but it's been a long time).


For easy points, in the second round (the one with the flying "birds"), kill all but one of the "birds" and shoot it in the edge of its wing.
It will hover for a moment and then drop suddenly.
Repeat when it appears at the top again.
Eventually the bird will drop too fast to continue this, but in the meantime, each hit gives you 20 points, and it's possible to rack up 1000+ points before it starts dropping too quickly.
Super-advanced players can do this with two birds at once.


- SERIES:


1. Phoenix

2. Pleiads


$end

#----------------------------

#Plotting

$info=plotting,
$bio

Plotting (c) 07/1989 Taito.


$end

#----------------------------

#Plump Pop

$info=plumppop,
$bio

Plump Pop (c) 1987 Taito.


$end

#----------------------------

#Plus Alpha

$info=plusalph,
$bio

Plus Alpha (c) 06/1989 Jaleco.


$end

#----------------------------

#Pnickies

$info=pnickj,
$bio

Pnickies (c) 06/1994 Compile.


$end

#----------------------------

#Pocket Fighter

$info=pfghtj,
$bio

Pocket Fighter (c) 09/1997 Capcom.

This game is known outside Japan as Super Gem Fighter Mini Mix.


- TIPS & TRICKS:


*Play as Gouki*
At the character select screen, highlight Ryu and press Left.


*Play as Dan*
At the character select screen, highlight Ken and press Right.


- SERIES:


1. Pocket Fighter

2. Pocket Fighter II - The Revenge of the New Challengers


- STAFF:


Object Design: Ino, Nishimura Masaru, Yorio, Shigeyama, Ohsumi Tomohiko, Mayano, Kimikimo & Sema, Iwasaki, Ikusan Z, Kitasan, Rumichan, Tamura Chizuko

Scroll Design: Takako Nakamura, H.Ohnishi, Ojiji, Hirokazu Yonezuka, Youichi Tanoue, R.Uno

Character Design: Edayan, I.Yamazaki, Jiwasaki, Sakomizu, Babatin, Uka-Bin

Music Compose & Arrangement: Isao Abe, Yuki Iwai, Setsuo Yamamoto

Sound Design: Satoshi Ise, Ryoji, Hiroshi Ohno

Voice: Amano Yuri, Araki Kae, Ishii Naoko, Iwanaga Tetsuya, Sasamoto Yuko, Jinguji Yayoi, Takagi Wataru, Nishimura Tomomichi, Neya Michiko, Hoshi Souichiro, Hosoi Osamu, Miyamura Yuko

Programmer: Knight Rider Giu, Senor, Pon, Ittetsu, Hyper Shinchan, Minomiya, Cham, Hard.Yas - Enemy -, Team Dirty Beret

Game Design: Spp Iorya, Muraski Umagoyashi, Burns Fuji, Ohashi Mamoru, Team Sadogatake

Producer: Takashi Sado

General Producer: Noritaka Funamizu

Executive Producer: Yoshiki Okamoto


$end

#-----------------------------

#Pocket Gal

$info=pcktgal,pcktgalb,pcktgal2,
$bio

Pocket Gal (c) 12/1987 Data East.

This game is also known as Super Pool III.


- UPDATES:


Pocket Gal 2 is not the sequel to Pocket Gal, it's the English text version.


- STAFF:


Program: Minagawa, Shinichi

Design: Kinta58000

Graphics: Masa, Fusimi, Astaroth, Mixman

Sound: Hitomi, Tatsuya, Maro, Azusa


$end

#-----------------------------

#Point Blank

$info=ptblank,
$bio

Point Blank (c) 1994 Namco.

This game is known in Japan as Gun Bullet.


$end

#-----------------------------

#Poitto!

$info=poitto,
$bio

Poitto! (c) 1993 Metro / Able.


$end

#-----------------------------

#Poker Ladies

$info=pkladies,pkladiel,
$bio

Poker Ladies (c) 1989 Mitchell.


$end

#-----------------------------

#Polaris

$info=polaris,polarisa,
$bio

Polaris (c) 08/1980 Taito.


$end

#-----------------------------

#Pole Position

$info=polepos,polepos1,poleposa,
$bio

Pole Position (c) 09/1982 Namco.

Also licensed to Atari for US manufacture and distribution. (11/1982)

A bootleg of this game is known as Top Racer.


- TRIVIA:


Pole Position started the trend for foto-realistic graphics in video games.
In addition to great graphics, it had great game play and it was a huge success, dominated game charts for almost about 2 years.
Modern driving games are still more or less based on Pole Position, only graphics have improved.


- TIPS & TRICKS:


*The Course*

At the beginning of each game, you are shown a map of the course.
You begin on a long straightaway.
The first turn is a fairly sharp right which leads, almost immediately, into an easily handled left.
This is followed by a right that brings you to the most difficult turn of the course--a left hairpin that will test even the most advanced driver's ability.
Master this turn, and you're guaranteed high scores.
The final curve is a long gradual right which deposits you back on the original straightaway.
As in real driving, there are road signs along the side of the track which warn you of upcoming curves.
Also included are billboards and a picturesque view of the foothills of Mount Fuji.
Don't get carried away with the scenery, however.
You'll need all your concentration.


*Scoring*

Upon successful completion of the qualifying lap, you will have accumulated 10,000 points.
If the lap is completed in less than 73 game seconds (which click off at twice the speed of real time), you will be given a starting position and bonus points as follows:

Lap Time / Position / Bonus.

73.00 / 8 / 200 pts.

70.00 / 7 / 400 pts.

68.00 / 6 / 600 pts.

66.00 / 5 / 800 pts.

64.00 / 4 / 1000 pts.

62.00 / 3 / 1400 pts.

60.00 / 2 / 2000 pts.

58.50 / 1 / 4000 pts.

Each car passed during the race is good for 50 extra points.
In addition, when you reach the checkered flag you will receive 200 points for every unused second.


*The Qualifying Lap*

The best way to approach the qualifying lap is to go for broke.
This means getting tne racer into high gear at the appropriate time and keeping it there.
Also, because there is less traffic during the qualifying lap than in the actual race, you should keep the pedal to the floor throughout almost the entire course.
The one exception is that left hairpin.
When you get the green starting light, be sure the car is in low gear and the accelerator is down as far as it will go.
Keep one eye on the speedometer and shift into high as soon as you reach the 100 mph mark.
The first turn can be tricky at close to 180 mph, but with a little practice, you'll learn exactly how hard to cut it to minimize sliding.
Since you're not yet into traffic, approach this turn from the center of the track and lean into it just a touch early.
Straighten the car immediately as you come onto the short straightaway which follows.
The next two curves (left, then right) can also be handled at top speed, although you'll have to pass a number of cars to do it.
To pass on the curves, position your racer in the open lane and hold the wheel as steady as possible as you ease past the other car.
Any lane changes should be done gradually.
Remember, at 180 mph a little steering wheel movement goes a long way.

As you come into that dangerous left hairpin, you have to reduce speed slightly to avoid slamming into other racers.
Taking this turn too fast can also send you sliding off the track into a green "Centipede" billboard.
Either option will result in a fiery crash which, while spectacular graphically, is not worth losing your life for.
When you see the turn approaching, ease up slightly on the gas.
This will give you enough distance from the other cars to spin the wheel hard to the left and slide through the turn without losing too much time.
The following curve and eventual straightaway will pose no problem as long as you pass carefully and maintain smooth control over the racer.
This is especially important when threading the needle between two cars which are side-by-side.
If there is enough room to do this (there usually is), get directly in the center of the track and keep the wheel rock-steady as you blow by them.
If you know you won't make it, stay on their tails until there's room to pass.
Although you will be given between 90 and 120 seconds to finish the lap (depending on the settings the arcade owner has chosen), to qualify for the race you need a time of 73.00 or better.


*The Race*

You begin in a double row of eight cars.
Positions two, four, six, and  eight are lined up in the left lane, and one, three, five, and seven on the right.
Even though you may pull out ahead of this pack, you will encounter more traffic as you proceed through the course.
During the race, other racers will frequently change lanes, so be ready to change accordingly.
As soon as you see the closest car in front of you begin to drift into your lane, gradually move your car in the opposite direction, into the lane he's vacating.
You will also encounter wet spots on the course this time around.
Since they don't significantly reduce your speed or interfere with the handling of your racer, don't go out of your way to avoid them.
Unless you are starting in one of the first two positions, you will have to weave your way to the front of the pack on the beginning straightaway.
Try to maintain top speed through as much of the course as possible.
One of thc most common mistakes people make is unnecessary down-shifting.
If you must slow down to avoid a collision, use your gas pedal.
The one spot where you will have to shift into low is that dangerous left.
Just before you reach it, ease up on the gas and kick it into low.
Once you're into the turn, floor it while cutting the wheel as hard as possible.
The instant you know you've made it, shift into high and head for the finish line.


*Extended Play*

If you complete the first race lap in the time allotted (usually  75 seconds), 45 seconds will be added to your unused time and you may continue to race.
As you cross the start/finish line and collect the additional time, don't slow down.
If you can complete another lap, your racing time will be extended again.
You can race up to a maximum of three or four laps depending on the machine's internal settings.


*Tips from The Pit*

1) Hold the inside lane through as much of the course as possible.

2) Don't be afraid to drive on the grass to avoid a collision.

3) Always wait until your speed reaches 100 mph before shifting into high gear.

4) Finally, if you do crash, get going again as quickly as possible.
A slow start will cause you to get hit from behind.

5) Go out there and blow the doors off those other guys.


Minimum Score potential: 60,000


- SERIES:


1. Pole Position

2. Pole Position II


$end

#-----------------------------

#Pole Position II

$info=polepos2,poleps2b,poleps2c,poleps2a,
$bio

Pole Position II (c) 10/1983 Namco.

Also licensed to Atari for US manufacture and distribution. (12/1983)


- SERIES:


1. Pole Position

2. Pole Position II


$end

#-----------------------------

#Police Trainer

$info=policetr,
$bio

Police Trainer (c) 11/1996 P&P Marketing.


- STAFF:


Electronics Software, Game Design: Fred Heyman

Art Direction, Game Design, Audio: Steve Boyer

3D Models and Animations: Birdy Vanasupa

3D Models and Animations, Sound: Matthew Akers

PCB Layout: Dave Oermann

Voices: Valerie Hartmann


$end

#-----------------------------

#Pollux

$info=pollux,
$bio

Pollux (c) 1991 Dooyong.


- STAFF:


Directed by: Jooshun Hong, Youchur No,  Choonduk Kia

Hardware Design: Sunghun Lee

Music: Sanghyuk Lee

Background Design: Meerang Oh, Minjuang Lee

Animation Design: Woochoul Jung, Meesook Yeq

Main Software: Haisung Ryou, Joagil Lee


$end

#-----------------------------

#Poly-Play

$info=polyplay,
$bio

Poly-Play (c) 1985 VEB Polytechnik Karl-Marx-Stadt.


$end

#-----------------------------

#Pomping World

$info=pompingw,
$bio

Pomping World (c) 12/1989 Mitchell.

This game is also known as Pang, and known in US as Buster Bros.


- SERIES:


1. Pomping World

2. Super Pang

3. Pang! 3


- STAFF:


Planning: NDA

Program: Hospitel Masa, Mamichan Otona

Music Compose: Tamayo

Character Design: Hiramattyo, Oyuu

Direction: Kihaji.O.


$end

#-----------------------------

#Ponpoko

$info=ponpoko,ponpokov,
$bio

Ponpoko (c) 11/1982 Sigma.

Also licensed to Venture Line.


$end

#-----------------------------

#Poolshark

$info=poolshrk,
$bio

Poolshark (c) 06/1977 Atari.


- STAFF:


Designed and programmed by Tom Hogg and Owen Rubin.


$end

#-----------------------------

#Pootan

$info=pootan,
$bio

Pootan (c) 1982.

This game is a bootleg of Pooyan.


$end

#-----------------------------

#Pooyan

$info=pooyan,pooyans,
$bio

Pooyan (c) 10/1982 Konami.

Also licensed to Stern for US manufacture and distribution. (12/1982)

A bootleg of this game is known under the name of Pootan.


- TRIVIA:


Pooyan is among the most innovative shooters in history, and cute besides.


$end

#----------------------------

#Pop 'n Bounce

$info=popbounc,
$bio

Pop 'n Bounce (c) 1997 Video System.

This game is known in Japan as Gapporin.


- STAFF:


Producer: Furukama

Director: Nishikawa

Manager: Shiomi

Programer: You-Chan, Gen

Designer: Akira, Oh! Kawara, Tetsudai 6, T. Tateisi, Manbow., Yamoya

Music Composer: Nao Itamura

Sound Effect: Pirowo, Norie

Sound Programer: Mami, H. Soyama


$end

#-----------------------------

#Pop 'N Pop

$info=popnpop,popnpopu,popnpopj,
$bio

Pop 'N Pop (c) 02/1998 Taito.


$end

#-----------------------------

#Pop Flamer

$info=popflame,popflama,popflamb,
$bio

Pop Flamer (c) 1982 Jaleco.


$end

#-----------------------------

#Popeye

$info=popeye,popeyef,popeyeu,popeyebl,
$bio

Popeye (c) 12/1982 Nintendo.


- TIPS & TRICKS:


*Scoring*

When Popeye catches an object, its point value is determined by which of the screen's four levels he's on. Hearts, notes, and letters caught at the top of a screen are worth 500 points, 300 on the third level, 100 on the second level, and 50 points on the lowest level, when Popeye is under the influence of spinach, all these values are doubled.
You can also acquire points by breaking bottles (100), punching the buzzard (l000), crowning Brutus with a bucket (2000), or by sending Brutus flying off into the water (3000).
Be sure to eat your spinach before attempting this one.


*Screen One*

To complete this screen, Popeye must catch twenty-four hearts.
You can keep track of the number caught by checking the side of Popeye's house in the top left corner of the screen.
In the top right corner is Olive's house, which displays the number of lives left and the round you're in.
When the game begins, Popeye will be on the left portion of the highest level.
Brutus will be on the level below, on the right side of the screen.
Wait in this position until Brutus crosses over to the left.
When he's almost directly below Popeye, move left.
This will "wrap" you around to the right side of the screen.(This is the only level where you can wrap).
At this point, Brutus will descend the stairs to level two, where he will move to the center and stop.
Quickly move to the left edge of the platform and punch the speed bag.
This will slide it across into the bucket in the center of the screen, knocking it down two levels, and onto Brutus's head to start the game off with 2000 points.
While Brutus is trying to get the bucket off his head, you can catch the hearts that Olive
Oyl has been throwing, by jumping down to level three. (Unlike cousin Mario, Popeye can't lose a life by falling from one level to the next.)
After catching the first heart, be ready to punch the bottles whichm will be thrown by the Sea Hag emerging from the right.
To break all of the bottles, face right and punch like crazy.
The bottles are deadly.
Continue catching hearts on the third level while occasionally running upstairs to avoid Brutus.
He'll never follow you up to the fourth level, but if directly below, he'll jump up and try to knock Popeye to his death.
Once hearts begin flowing down below level three, you'll have to go down after them.
This is a good time to head for the spinach, which is by the stairs on the left side of the second or third levels.
Time your arrival carefully, because the can alternates between the two levels every five seconds.
When you reach the spinach (use the punch button) Popeye will turn red and Brutus will take off.
If both Popeye and Brutus are on level three, Brutus will go down to level two.
Simply head him off by taking the ladder in the center of the screen.
If you eat the spinach on level two, go up the stairs to level three and try the same tactic.
When you punch Brutus, you'll be awarded 3000 points and the screen will shake.
While Brutus is out of commission, clean up the hearts at the lowest level of that screen, working your way up to the higher, more valuable levels.
If a heart should reach the bottom before Popeye catches it, you'll have eight seconds to get to it before it sinks into the sea.
Never stop directly above or below Brutus.
He's got a reach you wouldn't believe.


*Screen Two*

Popeye's detail is to catch sixteen red sixteenth-notes which Olive tosses from the top right side of the screen.
As on screen one, Popeye will begin on the left side of the screen on level four.
Level three has a gap in the center which Brutus can cross.
Popeye can't cross this gap without falling a level, but he can wrap on this level.
Move Popeye down the ladder to level three.
Brutus will be across the gap.
Move Popeye back and forth quickly in one spot until Brutus crosses over to the left side.
At this point, wrap to the right side of the screen and catch your first two notes.
Since Brutus can't wrap around after you, he'll be forced to cross back over to the right side to get you.
If you stop moving, Brutus will throw four bottles Popeye's way before crossing over.
To prevent this, simply move back and forth quickly again.
When Brutus crosses the gap again, wrap to the left.
Continue with this tactic until a note slips by the third level.
As in round one, this is a great time for spinach.
This time the can alternates between the stairways on the right of the second and first levels.
Be sure to get it on level two.
After you reach the spinach, head immediately up the stairs to level three.
Wrap through to the left side of the screen and keep going.
You'll either catch Brutus before the gap, or he'll cross over to the right side while Popeye falls to the second level.
Don't worry.
Continue to the right and catch Brutus coming down the stairs.
Use the same procedure for cleaning up the remaining notes as you did for the hearts in round one.
One difference in round two is Brutus's ability to jump from one level to the level below.
Another is Wimpy's springboard in the lower left of the screen.
Popeye can escape from level two by simply running off the left side and jumping onto the spring board.
When Wimpy lands, he'll send Popeye flying to safety.
Never use the springboard to escape bottles coming at Popeye from the right side.
It will catapult him right into the line of fire.
Brutus can use the springboard too.


*Screen Three*

In addition to Brutus and the Hags, now you have the pesky Buzzard to contend with.
While avoiding these dangers, Popeye must catch the letters H, E, L, and P which float from Olive's mouth as she screams from the crow's nest of the ship you're now on.
There's no way to wrap on this screen, and every level except the first has a gap near the center.
About the only things Popeye has going for him are his spinach (kept on the right again), and a small sliding platform bridging the gap on level four.
Popeye is on the left of level four.
Immediately turn him left and punch out the buzzard for 1000 points.
Then run onto the sliding platform to avoid Brutus.
When he closes in, or a lot of letters start getting by, it's spinach time.
Because of the structure of the screen, you'll probably have to head for the top of the screen and then drop down on Brutus through a gap.
If you know you won't be able to catch him, make a beeline for the letters.
The remainder of the round will seem to last forever, especially when you realize that Brutus can now jump down two levels.
Get the ol' seadog through this one all right, and he finally gets the girl.
Watch for a Parker Brothers home video game of Popeye on sale in July."

Minimum Score Potential: 45,000


Here's an interesting display glitch: On the musical note level, you can stand at the point on the edge where you "wraparound" and if you punch a bottle in the right spot, it'll erase part of the "THRU" sign.
This can be done on both sides.


$end

#-----------------------------

#Popper

$info=popper,
$bio

Popper (c) 1983 Omori Electric.


$end

#-----------------------------

#Port Man

$info=portman,
$bio

Port Man (c) 1982 Nova Games.


$end

#-----------------------------

#Pot of Gold

$info=potogold,
$bio

Pot of Gold (c) 1982 GamePlan.

This game is also known as Leprechaun.


$end

#-----------------------------

#Poto Poto

$info=potopoto,
$bio

Poto Poto (c) 1994 Sega.


$end

#-----------------------------

#Pound for Pound

$info=poundfor,poundfou,
$bio

Pound for Pound (c) 12/1990 Irem.


$end

#-----------------------------

#Power Drive

$info=powerdrv,
$bio

Power Drive (c) 12/1986 Bally Midway.


- STAFF:


Designed by John Kubik.

Programmed by Jeff Nauman and crew.


$end

#----------------------------

#Power Instinct

$info=powerins,
$bio

Power Instinct (c) 11/1993 Atlus.


- SERIES:


1. Power Instinct

2. Power Instinct 2

3. Power Instinct Legends

4. Power Instinct 3

5. Power Instinct 4


- STAFF:


Producer: Fuuuu

Sub Producer: Chuuko

Programmer: Mako MK2, 680*0 Freak Yan

Sound: Dencyu

Front Designer: Pa Pi Pu Pe, Masada-M, Super K!, Yie-Yah!, Ohryu-S

Back Designer: [Chikuwa] Henacyoko, Moto.I, Range, Asaki

Songs: Tatanka Chorus (Tatanka No Uta), Japanese Cheering Party (Otoko No Karatemichi), Ainote Sisters (A Yoisyo De Ikou), Kurokos (Etc.)


$end

#-----------------------------

#Power Play

$info=powrplay,
$bio

Power Play (c) 09/1985 Cinematronics.


$end

#-----------------------------

#Power Spikes

$info=pspikes,pspikesk,
$bio

Power Spikes (c) 1991 Video System.

This game is known in Japan as Super Volley '91.


- SERIES:


1. Power Spikes

2. Power Spikes II


$end

#-----------------------------

#Power Spikes II

$info=pspikes2,
$bio

Power Spikes II (c) 10/1994 Video System.


- SERIES:


1. Power Spikes

2. Power Spikes II


- STAFF:


Producer: K. Furukawa

Project Leader: Takayuki Uesugi, T. Hosokawa

Publicity Manager: K. Siomi

Main Programer: Sugar

Sub Programmer: You-Chan, Any L-2

Chief Designer: Takumi Matsui

Main Designer: Hikari Hino, Manbow, Oh!Kawara, Eriko, Takasu, Akira, Hitoshi Nakamura, Rika, T. Tateishi

Sub Designer: MSX Sakon

Music Composer: Hoso_Q

Se: Norie

Main Sound Programer: M. Yamana

Sub Sound Programer: H. Soyama


$end

#-----------------------------

#Power Surge

$info=psurge,
$bio

Power Surge (c) 1988


$end

#-----------------------------

#Power Wheels

$info=pwheelsj,
$bio

Power Wheels (c) 1991 Taito.

This game is known outside Japan as Double Axle.


$end

#-----------------------------

#Powered Gear - Strategic Variant Armor Equipment.

$info=pgear,pgearr1,
$bio

Powered Gear - Strategic Variant Armor Equipment (c) 09/1994 Capcom.

This game is known outside Japan as Armored Warriors.


- STAFF:


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

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

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

Art Design: Matsumoto, Y. Maruyama, M. Oshino, T. Mishima, Saru, Akiyama

Sound Compose: Anachey Takapon

Sound Design: T.K,NY

Special Adviser: Poo, Shochan, Kenkn, Meshi, Furoboh

Character Design: T.O.M

AD Design: Sensei, Sakomizu

Director: Kihaji.O


$end

#-----------------------------

#Prehistoric Isle 2

$info=preisle2,
$bio

Prehistoric Isle 2 (c) 09/1999 Yumekobo.


- SERIES:


1. Prehistoric Isle in 1930

2. Prehistoric Isle 2


- STAFF:


Executive producer: S. Takaoka, Tanaka

Producer(rq): James. W

Planner: Barso

Direction helper: Satoshi ito, H. Miyagami, J. Seki

Main programmer: Yuki

Programmer: Y. Takasaki, Buttaku99, Masumura

Tool programmer: Hiroaki Torii

Chief designer: Y. Yonezawa, T. Nagakubo

Designer: Masato Miyoshi, Michitaka Ishida, Yuko Hara, T.Hirokawa, Matsumoto Kiyoshi, Sho Tabira, kyo Yamanaka

Design helper: S. Katou, K. Mikamoto, R. Nagashima, H. Nobe, H. Ochiai, M. Shibata

Sound designer & music composer: M. Hataya


$end

#-----------------------------

#Prehistoric Isle in 1930

$info=prehisle,prehislu,
$bio

Prehistoric Isle in 1930 (c) 06/1989 SNK.

This game is known in Japan as Genshi-Tou 1930's.


- SERIES:


1. Prehistoric Isle in 1930

2. Prehistoric Isle 2


- STAFF:


Producer: Eikichi Kawasaki

Director: Yah !

Programmer: Takoguti Kamen 001, Itsam Matarga

Designer: Wara Wara, Megadeth Nakamoto, Yokochan, Tomomi

Sound: Yoko. O, Tarkun

Hardware: Yoneda, Ebapa


$end

#-----------------------------

#Premier Soccer

$info=prmrsocr,
$bio

Premier Soccer (c) 1993 Konami.


- SERIES:


1. Premier Soccer

2. Premier Soccer '95


- STAFF:


Producer: Hideki. O, Satoru. O

Main Programmer: Koji. T

Sub Programmer: Kunihiko. K

Designer: Sigeki. Y, Satoru. K, Yasuyuki. S, Toshio. K, Kiyoshi. H

Assist: Kuniaki. O

Sound Programmer: Hideaki. S

Music Composer: Miki. Y

Sound Effect: Miki. Y


$end

#-----------------------------

#Pretty Soldier Sailor Moon

$info=sailormn,sailormo,
$bio

Pretty Soldier Sailor Moon (c) 03/1995 Banpresto.


$end

#-----------------------------

#Primal Rage

$info=primrage,primrag2,
$bio

Primal Rage (c) 09/1994 Atari Games.





$end

#-----------------------------

#Prime Time Fighter

$info=prmtmfgt,prmtmfgo,
$bio

Prime Time Fighter (c) 05/1993 Taito.

This game is known outside US as Top Ranking Stars.


- STAFF:


Project Leader: George K-S

Game Design: F. Horiuchi, M. Iwahashi

Software Design: Soliton K+H+Y Sako, Mail, Wolf Kato

Base Character Design: N. Korammer, Vap Corp.

Character Design: Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari-Konga Fukusaki, Kouittya Kisato, Vap Corp.

Art Design: Super Psychicer Nagai

Hardware Design: Katsumi Kaneoka

Sound Design: Yoshirou Horie

Executive Producer: Keisuke Hasegawa


$end

#-----------------------------

#Primella

$info=primella,
$bio

Primella (c) 1994 Dooyong.

Licensed to NTC for manufacture and distribution.

This game is also known as Gun Dealer '94.


- SERIES:


1. Gun Dealer

2. Primella


$end

#-----------------------------

#Pro Mahjong Kiwame

$info=kiwame,
$bio

Pro Mahjong Kiwame (c) 08/1994 Athena.


$end

#-----------------------------

#Psychic 5

$info=psychic5,
$bio

Psychic 5 (c) 1987 Jaleco.


- TRIVIA:


A little game which had not a huge success, but nevertheless was a "cult game" for many players thanks to the brilliant gameplay, hard-to-find secret bonuses and anime-like plot.
The inspiration for the five ESPers design comes from several japanese cartoons of the '70s where the physical aspect of main characters was strongly stereotyped to suit their psychological profile/fighting ability.


- TIPS & TRICKS:


Here is some information about secret bonuses in Psychic 5.
There is a secret bonus in every round.
To get them, you must hit the right [?] (question mark box) when your score fits a certain qualification.

The first level "secret" is near the first phone.
You should jump on the wall between the two bowls, then jump up and to the left.
You'll land near a [?].
If you are in the right place, a walking clock should appear within 2/3 seconds.
You can get a secret bonus from this box if you hit it when the thousands digit of your score is zero. (e.g.: 00,000, 10,500, 20,900).
The first secret is worth 10,000 pts.

The second level "secret" is near the first phone (yes, like the first one).
There are 2 [?]'s on the lower-left corner of your screen (when you are near the phone); the upper one is a "normal" [?], but you have to destroy it in order to reach the other one.
You can get the secret bonus by hitting it when the thousands digit of your score is 1.
This is worth 50,000 pts.

The third one is near a phone, again, and near the fishbowl too.
When you can reach the upper-right corner of the screen, and 2 umbrellas are floating above you, THAT is the right phone.
There is also an extra bonus somewhere near that.
You should use the short boy or the little girl to reach the secret bonus - it's at the end of the "small corridor" where the other 2 guys (the tall one and the fat one) can't enter.
To get it you should hit the [?] when the thousands digit is 2.
This should be worth 100,000 pts.

If you miss a bonus, the thousands counter for the next bonus is modified accordingly.
In other words, the thousands digit of your score must always be equal to the number of times you have previously gotten the secret bonus.
Thus the tips above are correct only if you are getting every secret bonus without missing any - otherwise, deduct the number you've missed from the thousandth digit needed.
Clear as mud? ;)

The "ALL GOLD" bonus.
Very simple to explain, but hard to do: When you break a bowl, the item you find in it is the same as the previous bowl, if you don't use your hammer after you hit the first and before the second.
If you do, instead, the item "shifts", and you find the "next" in the order.
If you go on hammering, the "rotation" can bring the first item back again.
The first level has 4 items, so if you "shoot" 0/4/8/12/16... times after breaking the first bowl, you find the same item in the second one.
This is true unless you already "finished" an item, otherwise you should "shoot" 0/3/6/9/12... times to find the item twice.


Normally you get Makoto in scene 3 and Genzoh in scene 5, but you can get the Espers sooner by fulfilling the following conditions:

Get the "All Gold" bonus in scene 1 and you'll find Makoto in scene 2.
Get Makoto in scene 2 and get the Secret Bonus in scene 3 and you'll find Genzoh in scene 3.
Get the "All Gold" bonus in scene 3 and you'll find Genzoh in scene 4 (if you have not gotten him in scene 3).


- STAFF:


Hardware planned by "Lovely" Yohsuke

Software created by "Ultra Man" Naoki "Lonely" Kazuhiro

Character designed by "Italiano" Taeko "Donchi" Naoko

Music composed by Cheabow.


$end

#-----------------------------

#Psycho Soldier

$info=psychos,psychosj,
$bio

Psycho Soldier (c) 1987 SNK.


- TRIVIA:


Psycho Soldier was the first-ever video game featuring a vocal soundtrack.

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


- SERIES:


1. Athena

2. Psycho Soldier


- STAFF:


Kaori.S, Hamashin, Kooyan, John. Guso, Gon, Dachi, Kikuhen, R. Aran, Hachisuka, G. Iwasaru


$end

#-----------------------------

#Psycho-Nics Oscar

$info=oscar,oscarj,oscarj1,oscarj0,
$bio

Psycho-Nics Oscar (c) 08/1987 Data East.


- STAFF:


Game Designer: Akira Sakuma

Game Programer: Akira Sakuma, Satoshi Imamura

Assistant Programer: Takuya Haga

Hard Ware Engineer: Kazud Shindzaki

Custom LSI Design: Iunichi Watanabe, Kenji Nishikawa

Graphic Manager: Harumi Nomura

Enemy Base Design: Katsundri Tsujimura

Graphics Designer: Harumi Nomura, Yutaka Kaodoe, Backman, Masayuki Kawaguchi, Tomoo Adachi, Jun Matsuda

Music Manager: Azuka Hara

Music Composer: Azuka Hara, Hiroaki Yoshida, Tatsuya Kiuchi, Hitomi Komatsu


Special Thanks to Millennium 95085 Microsystem Emulator.
"It is four years since i used that.
And i programed Zaviga,  B-Wings, Metal Clash, Last Mission, ans Oscar.
It Was very thanks for you."

Project Leader: Akira Sakuma


$end

#-----------------------------

#Puchi Carat

$info=puchicar,
$bio

Puchi Carat (c) 10/1997 Taito.


$end

#-----------------------------

#Puckman

$info=puckman,puckmana,puckmod,
$bio

Puckman (c) 05/1980 Namco.

This game is known outside Japan as Pac-Man.

A Bootleg of this game is called Ghost Muncher.

A hack is known as New Puck X.


- TRIVIA:


Puckman was conceived at lunchtime... literally.
The designer was very hungry, and ordered a whole pizza for himself.
He took one slice, and Puckman was born.
The game took 1 1/2 years to complete, and had five people on its team.

Puckman is the greatest selling arcade game of all time, and is arguably the most well-known video character.
It had its own cartoon, lunch box, board game, and hundreds of other products.
Puckman was also the first game to have a "character", and changed the face of video games forever.
Puckman was the first video game to be as equally popular to women as it was with men.


- TIPS & TRICKS:


Idle trick: Need a breather?
Just park yourself in the spot immediately to the right of where you start, and make sure that no monsters are "looking" at you when you do it.
The monsters will run all over the maze, but they'll never find you.
Go to the bathroom in peace.


After the 255th level, Pac-Man locks up with an interesting split-screen effect.
This lockup does not occur if, at the end of level 254, the number "255" appears at any point within your score.


- SERIES:


1. Puckman

2. Ms. Pac-Man

3. Super Pac-Man

4. Pac-Man Plus

5. Jr. Pac-Man

6. Pac & Pal

7. Pac-Land

8. Pac-Mania


- STAFF:


Designed by Toru Iwantani.

Programmed by Hideyuki Mokajima and crew.


$end

#-----------------------------

#PuLiRuLa

$info=pulirula,pulirulj,
$bio

PuLiRuLa (c) 11/1991 Taito.


- STAFF:


Produce: Hidehiro Fujiwara

Character: Kat, Zawakichi, Carry An Hirrcky

Sound (Team Zuntata): Karu., Yack

Software: Iromust TMR, Exit Kardy, Magician KAZ

Hardware: Yasuhiro Shibuya

Design: Mt. Mihara B. E. Umakboh

Character Design: Zak Munn, Masami Kikuchi, Mutter Tomy, E. Bang De Boo. M

Model: E. Saton Go 2


$end

#-----------------------------

#Pulsar

$info=pulsar,
$bio

Pulsar (c) 01/1981 Sega.


- STAFF:


Designed and programmed by Larry Clague and Mike Hendricks.


$end

#-----------------------------

#Pulstar

$info=pulstar,
$bio

Pulstar (c) 08/1995 Aicom.


- STAFF:


Nenko, M. Yoshida, T. Nagakubo, Naomi, Daikiti, K. Katoku, K. Urahama, K. Okabe, Toshio. I, H. and M. Fujita, Yamadasan, Shion, F. Ryuze


$end

#-----------------------------

#Punch-Out!!

$info=punchout,
$bio

Punch-Out!! (c) 02/1984 Nintendo.


- TIPS & TRICKS:


Here's the system for getting by everyone in one round of Punch Out.


*Glass Joe*
So easy that you'd have to be trying not to win.
But to be 100% sure..
Keep guard up till his eyes glow for a big punch, dodge, and hammer him with rights and lefts to the face.
Repeat till down.


*Piston Hurricane*
Concentrate blows, especially lefts, to the abdomen.
When he backs up and charges in, hit him with a blow to the stomach as soon as he charges into you, he'll go down for the count after the 2nd or third time.


*Bald Bull*
Fairly simple:
Right, dodge, left, left.
Right, dodge, left, left.
Look out for his upper cuts though (get out of the way! duh) and upon his bull-charge you have two options.
A hit to the stomach when he is right under you puts him down for the count, but if your reflexes aren't optimum, you are better off at dodging and continuing the fight.
Right to the face (or 2 lefts), dodge, right.
NO BODY BLOWS TO BALD BULL except on the bull charge.


*Kid Quick*
Soooo easy: Right, dodge, right right dodge right right dodge right right dodge right right dodge right right (these all being blows to the head).
VERY EASY as long as you don't lose your rhythm.
If ya do get messed up you can usually recover with a dodge and starting again.
No blows to the stomach.
This is basically what you'll be doing against Mr. Sandman.


*Pizza Pasta*
Basically you're waiting for him to screw up.
Use the kid quick system till he backs off (with the Come on! Come on!) and DODGE his hook.
Then pummel him with rights and lefts to the head( ONLY the head), and he won't be fighting back.
Repeat till he's dead.
If he pins you up against the ropes with shots to the stomach at some point, just get your guard down there and sneak in some lefts and you should break free.


*Mr. Sandman, The Champion*
Kid Quick system exactly.
Every now and then however he fires a very quick left or right to the head.
When he hits you with one, dodge the opposite way of the hit quickly or you'll be going down.


- SERIES:


1. Punch-Out!!

2. Super Punch-Out!!


$end

#-----------------------------

#Punisher, the

$info=punisher,punishru,punishrj,
$bio

The Punisher (c) 05/1993 Capcom.


- STAFF:


Game Design: Akiman, Maeda, Buchi, Jun Keiba, Ohn

Program Design: K. Nakai, T. Ueno, Y. Kawabata, Mitsu, Y. "ZZR"Mikami

Character Design: Eripyon, Matsunaga, Mayo Seriya, Daniel, Vlad.T, Inukichi, Minobeyan, Yokota Yokozo, Koizumi, Iwai, Go, T. Tathivana, Mikiman, Marilyn Higuchi, Harusan

Sound Design: "Pi B" Shimomura, Isao Abe, Toshio Kajino, Syun Nishigaki, Nobu. Oouchi

Direct: Poo

System Advice: Jaboon

Illustration Design: Sensei


$end

#-----------------------------

#Punk Shot

$info=punkshot,punksht2,punkshtj,
$bio

Punk Shot (c) 11/1990 Konami.


$end

#-----------------------------

#PuRuRun

$info=pururun,
$bio

PuRuRun (c) 10/1995 Metro / Banpresto


$end

#-----------------------------

#Pushman

$info=pushman,
$bio

Pushman (c) 1990 Comad.

Licensed to American Sammy. (11/1990)


$end

#-----------------------------

#Puyo Puyo

$info=puyopuyo,puyopuya,puyopuyb,
$bio

Puyo Puyo (c) 10/1992 Sega / Compile.


- SERIES:


1. Puyo Puyo

2. Puyo Puyo 2

3. Puyo Puyo Sun


$end

#-----------------------------

#Puyo Puyo 2

$info=puyopuy2,
$bio

Puyo Puyo 2 (c) 1992 Compile.


- SERIES:


1. Puyo Puyo

2. Puyo Puyo 2

3. Puyo Puyo Sun


$end

#-----------------------------

#Puzzle Bobble

$info=pbobble,
$bio

Puzzle Bobble (c) 12/1994 Taito.


- SERIES:


1. Puzzle Bobble

2. Puzzle Bobble 2

3. Puzzle Bobble 3

4. Puzzle Bobble 4

5. Super Puzzle Bobble


- STAFF:


Game Design: Nakakuki Seiichi

Program & Game Design: Tkhc.02

Program & System Design: Tmr

Program & Play Design: Nob

Charatcher & Game Design: Kinoshita Kazuhiro

Character: Komai Ryota, Kamiya Miwa

Composed by Karu., Yasuko

Sound Effect: H. Takahagi

Sound Soft: N. Yagishita

Sound Produce: H. Tonomura

Design: Super Star Nagai, T. Yoshiba, M. Osaka, N. Kuroki, Y. Onogi

Supervise: M. Yagi, T. Saito, G Rox, H. Kato, K. Tajima


$end

#-----------------------------

#Puzzle Bobble (neo geo)

$info=pbobblen,
$bio

Puzzle Bobble (c) 12/1994 Taito.

This game is also known as Bust-A-Move.


- SERIES:


1. Puzzle Bobble

2. Puzzle Bobble 2

3. Puzzle Bobble 2X

4. Puzzle Bobble 3

5. Puzzle Bobble 4

6. Super Puzzle Bobble


- STAFF:


Game Design: Nakakuki Seiichi

Program & Game Design: Tkhc.02

Program & System Design: Tmr

Program & Play Design: Nob

Charatcher & Game Design: Kinoshita Kazuhiro

Character: Komai Ryota, Kamiya Miwa

Composed by Karu., Yasuko

Sound Effect: H. Takahagi

Sound Soft: N. Yagishita

Sound Produce: H. Tonomura

Design: Super Star Nagai, T. Yoshiba, M. Osaka, N. Kuroki, Y. Onogi

Supervise: M. Yagi, T. Saito, G Rox, H. Kato, K. Tajima


$end

#-----------------------------

#Puzzle Bobble 2

$info=pbobble2,pbobbl2j,
$bio

Puzzle Bobble 2 (c) 07/1995 Taito.

This game is known in US as Bust-A-Move Again.


- SERIES:


1. Puzzle Bobble

2. Puzzle Bobble 2

3. Puzzle Bobble 2X

4. Puzzle Bobble 3

5. Puzzle Bobble 4

6. Super Puzzle Bobble


- STAFF:


Game design: Seiichi Nakakuki

Character design: K. Kinoshita, Bawbaw, Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Kamiya Miwa, Rieko Kobayashi, Miyabi, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp.

Program: Hiroshi Maruyama, Junichiro Noguchi

Sound: Nakayama Joutohei (Zuntata), Karu (Zuntata), Yasuko (Zuntata), Syu (Zuntata)

Design: Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori


$end

#-----------------------------

#Puzzle Bobble 2 (neo geo)

$info=pbobbl2n
$bio

Puzzle Bobble 2 (c) 1999 Taito.

Licensed to SNK.

This game is also known as Bust-A-Move Again.


- SERIES:


1. Puzzle Bobble

2. Puzzle Bobble 2

3. Puzzle Bobble 2X

4. Puzzle Bobble 3

5. Puzzle Bobble 4

6. Super Puzzle Bobble


$end

#-----------------------------

#Puzzle Bobble 2X

$info=pbobbl2x,
$bio

Puzzle Bobble 2X (c) 11/1995 Taito.


- SERIES:


1. Puzzle Bobble

2. Puzzle Bobble 2

3. Puzzle Bobble 2X

4. Puzzle Bobble 3

5. Puzzle Bobble 4

6. Super Puzzle Bobble


$end

#-----------------------------

#Puzzle Bobble 3

$info=pbobble3,pbobbl3u,pbobbl3j,
$bio

Puzzle Bobble 3 (c) 09/1996 Taito.


- SERIES:


1. Puzzle Bobble

2. Puzzle Bobble 2

3. Puzzle Bobble 3

4. Puzzle Bobble 4

5. Super Puzzle Bobble


- STAFF:


Game design: Seiichi Nakakuki, T. Saito

Program: Nak (Njk Techno), Maru (Njk Techno)

Character design: Takao Yoshiba, Midori, Mari, Chino Maeda, M. Ishizuka

Music compose: Y. Urita (Zuntata)

Design: K. Mizobe

Round design: Aya Yamamoto, Ayako Ishitsuka, Ayumi Kuroda, Chiaki Tanaka, Daiki Tanihiro, Etsuko Nakaya, Iesato Mikami, Ikue Sakuma, Junichi Sakurada, Junko Tanaka, Kaori Saito, Kazuaki Kimura, Kazuma Mori, Keiko Yano, Kiyotaka Yokota, Kuniaki Yamamoto, Mai Miyata, Masahiko Inoue, Masaki Iida, Miwa Akieda, Naoko Okada, Naoki Matsumoto, Naomi Abe, Ryo Sasaki, Souichiro Takakura, Sumiyo Kurosaki, Susumu Tsukamoto, Tsuyoshi Kanetani, Yasuki Fujino, Yoshimichi Omori

Voice performer: Adachi Tsubame Youchien, C. Tanaka, Y. Sekiguchi

Narration assisted: Nakayamajoutouhei (Zuntata), Richard H.B (Zuntata)


$end

#-----------------------------

#Puzzle Bobble 4

$info=pbobble4,pbobbl4u,pbobbl4j,
$bio

Puzzle Bobble 4 (c) 12/1997 Taito.


- SERIES:


1. Puzzle Bobble

2. Puzzle Bobble 2

3. Puzzle Bobble 3

4. Puzzle Bobble 4

5. Super Puzzle Bobble


- STAFF:


Director: Kazuhiro Oohara

Planner: Kazuhiro Oohara, Tsukasa Ohshima, Nobuaki Kuroki, Takayasu Masaki

Base game design: Seiichi Nakakuki

Program: Hiroshi Maruyama, Emoyan, Okazu Taiyaki, Nak

Character design: Miyabi

Graphic design: Miyabi, Chino Maeda, Ken Ninomiya, Mari Fukusaki, Sakotan, Debi, Kao, Kimiaki Yomo, Seiryu Kitagishi

Sound produce: O.G.R.(Zuntata)

Sound direct: Mu-Nakanishi (Zuntata)

Sound comporse: Rim. (Zuntata)

Voice actor & actress: O.G.R.(Zuntata), Yag (Zuntata), Nakayama-Jyotohei (Zuntata), Mizuki.U (Zuntata), Kumi.K, Takako.A, Chinami.N (B1Produce)

Design works: Mihoko Sudou

Quartity warranty: Nobuhiro Koyama, Makoto Obonai, Satoshi Katsumata, Eiji Kawabata

Production control: Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani


$end

#----------------------------

#Puzzle Club

$info=puzlclub,
$bio

Puzzle Club (c) 1990 Namco.


- STAFF:


Chief: Wan Wan

Program: Akima Chan

Game Design & Graphic: S. Norimatsu

Game Music: Sack Chan, Megaten, A. Sasou

Design: N. Abe, H. Kuwabara

Gals Animator: Y. Sakakibara

Graphic: Y. Wagatsuma


$end

#----------------------------

#Puzzle de Bowling

$info=pzlbowl,
$bio

Puzzle de Bowling (c) 1999 Nihon System / Moss.


$end

#----------------------------

#Puzzle de Pon

$info=puzzledp,
$bio

Puzzle de Pon (c) 11/1995 Taito.

Licensed to Visco.


- SERIES:


1. Puzzle de Pon

2. Puzzle de Pon R


- STAFF:


Produce: Tetsuo Akiyama

Direction: Don Gabagyo

Assistance: Yaushisa Itoi

Programing: Basser Teramachi, Gold Finger Iwasawa

Designing: Bear Kill The Kuro, E-Ayasu Speed King, Micoto. A. Bryant, Stealth The. Tajiman, Tamu

Sound Music: Light Link Music, Kenichi Kamio


$end

#----------------------------

#Puzzle de Pon R

$info=puzzldpr,
$bio

Puzzle de Pon R (c) 1997 Taito.

Licensed to Visco.


- SERIES:


1. Puzzle de Pon

2. Puzzle de Pon R


- STAFF:


Produce: Tetsuo Akiyama

Direction: Don Gabagyo

Assistance: Yaushisa Itoi

Programing: Basser Teramachi, Gold Finger Iwasawa

Designing: Bear Kill The Kuro, E-Ayasu Speed King, Micoto. A. Bryant, Stealth The. Tajiman, Tamu

Sound Music: Light Link Music, Kenichi Kamio


$end

#----------------------------

#Puzzled

$info=joyjoy,
$bio

Puzzled (c) 11/1990 SNK.

This game is known in Japan as Joy Joy Kid.


$end

#----------------------------

#Puzzli

$info=puzzli,
$bio

Puzzli (c) 11/1995 Metro / Banpresto.


- SERIES:


1. Puzzli

2. Puzzli 2


$end

#----------------------------

#Puzznic

$info=puzznic,
$bio

Puzznic (c) 1989 Taito.


$end

#-----------------------------

#Pyros

$info=pyros,
$bio

Pyros (c) 1987 Taito.

This game is known outside US as Wardner, and in Japan as Wardna No Mori.


- STAFF:


Music composed by Ree Ohta.


$end

#-----------------------------

#Q*Bert

$info=qbert,qbertjp,
$bio

Q*Bert (c) 12/1982 Gottlieb.

This game was licensed to Konami for Japanese manufacture and distribution. (02/1983)


- TRIVIA:


Inspired by artwork by M.C. Escher who was an artist that Jeff admired.
Ron Waxman came up with the idea of Q*Bert changing the color of the cubes.
Q*Bert's name originated by the combination of cube and Hubert, but the "Cube-Bert" was changed to "Q-Bert" to make it more unique.
The concept game was called "Snots and Boogers" and then "@!#?@!" (which many of the programmers and Gottlieb VPs said would be impossible to get anyone to say) before the final version was called just "Q*Bert".
Slick and Sam were a play on the phrase "spick and span" with Sam being named after co-worker Sam Russo.
Rick Tighe came up with the idea of adding the pinball hardware which generated the very mechanical KA-CHUNK when Q*Bert falls off the pyramid.


- TIPS & TRICKS:


Some general tips for Q*bert: Good results can be obtained by working your way down one end of the level at the start, moving across the bottom to the other side, catching a disk to the top, and then filling in the middle squares.


A big part of the game is waiting to see where creatures are going to jump.
You need to make sure you always time a jump at the same time the creatures jump so you can always have a clear path to a new square.


After level 9, the levels repeat themselves.


Note that the red, purple, and green balls always enter the playing field on one of the two cubes directly below the top cube.
Also, this is where Sam and Slick, the two little green guys who change the colors first enter as well.
Hang around close to these two cubes and you have a good chance of stepping on a green ball and freezing your enemies.
Also you have a great chance of catching Slick or Sam and putting a quick end to their color-changing tricks!
In the early levels, red balls don't appear when Ugg and Wrongway are there, and vice versa.
Also, red balls are limited in the paths they can follow on their way down the playing field, so you can avoid them by stepping out of their line of travel.


- SERIES:


1. Q*Bert

2. Q*Bert's Qubes


- STAFF:


Designed by Jeff Lee.

Programmed by Warren Davis.

Artwork by Terry Doerzaph.

Audio by David Thiel.


$end

#-----------------------------

#Q*Bert's Qubes

$info=qbertqub,
$bio

Q*Bert's Qubes (c) 1983 Mylstar.


- TRIVIA:


This game was the first to have used both Mylstar and Gottlieb (Gottlieb was renamed Mylstar not too soon after the game was released, Warren Davis also joked that Mylstar is Rat Slime spelled backwards) on two different versions of the marquee).


- SERIES:


1. Q*Bert

2. Q*Bert's Qubes


- STAFF:


Designed and programmed by Neil Burnstein.

Graphics by Jeff Lee.

Audio by David Thiel.

Artwork by Terry Doerzaph.



$end

#-----------------------------

#Qix

$info=qix,qixa,qix2,qixb,
$bio

Qix (c) 10/1981 Taito.


- TRIVIA:


One of the few American Taito designs, Qix initially did big numbers, but quickly died when players discovered the machine was "unbeatable."
Having a googolplex of possible combinations, there was no singular pattern to the game, and players lost interest.


- SERIES:


1. Qix

2. Super Qix

3. Twin Qix


- STAFF:


Designed and programmed by Randy and Sandy Pfeiffer.


$end

#-----------------------------

#Quantum

$info=quantum,quantum1,quantump,
$bio

Quantum (c) 12/1982 Atari.


- TRIVIA:


Quantum was designed by General Computer Corp. for Atari as part of a lawsuit settlement for a Missile Command speedup kit to which they affixed their copyright.

Quantum was a conversion kit for Space Duel and Gravitar.


- TIPS & TRICKS:


Once you capture a particle (or anything), you should keep circling it.
You can keep capturing it over and over until you get tired.
For 4x the score, you can apply this trick to two particles at once.
Obviously this trick is easier to do on the very early levels.


White particles always move vertically, while colored particles always move diagonally.
Knowing this may make capturing them easier.


$end

#-----------------------------

#Quarterback

$info=quarterb,quartrba,
$bio

Quarterback (c) 07/1987 Leland.


- STAFF:


Direction: John Rowe, Medo Moreno

Software: Phil Sorger, Bob Skinner, John Morgan, Steve Hostetler, Keith Gabryelski, Mike Enright

Graphics: Kevin Lydy

Sounds: David Cartt, Mike Marsh

Music: Sam Powell

Hardware: Eric Henderson, Dennis Sable, Dave Scott

Technical advisor: Patrick Curran


$end

#-----------------------------

#Quartet

$info=quartet,quartetj,quartet2,
$bio

Quartet (c) 04/1986 Sega.


$end

#-----------------------------

#Quarth

$info=quarth,
$bio

Quarth (c) 10/1989 Konami.


$end

#-----------------------------

#Quester

$info=quester,
$bio

Quester (c) 09/1987 Namco.


- STAFF:

Game designer: Shinji Noguchi

Field Designers: Toru Iwatani, Shinji Noguchi, Yukihiko Yagi

Graphic Designers: Nobutaka Nakajima, Shinji Noguchi, Yukari Miyagi, Satoshi Norimatsu, Michiyo Yamashita

Title Logo Designer: Akira Usukura

Music Composer: Shinji Hosoe

Game Sequence: Kosei Matsuura

Device Driver: Atsushi Yuhara

Sound Driver: Junko Ozawa, Takatoshi Kobayashi

Hardware Test: Hideto Yamazaki

PCB & Chip Design: Toru Ogawa, Makoto Inoue, Tsutomu Fujita, Takao Okada, Kazukiyo Shinozaki

Control Panel: Akira Ohsugi, Hiroyuki Kobayashi

And Produced by Toru Iwatani.


$end

#-----------------------------

#Quiz & Dragons - Capcom Quiz Game


$info=qad,qadj,
$bio

Quiz & Dragons - Capcom Quiz Game (c) 01/1992 Capcom.

This game wad released in Japan two years later. (09/1994)


- UPDATES:


The Japan version had different graphics than the US version.
The Levels are also different.


$end

#----------------------------

#Quiz Bisyoujo Senshi Sailor Moon - Chiryoku Tairyoku Toki no Un

$info=quizmoon,
$bio

Quiz Bisyoujo Senshi Sailor Moon - Chiryoku Tairyoku Toki no Un (c) 1997 Banpresto.


$end

#----------------------------

#Quiz Chikyu Bouei Gun

$info=qzchikyu,
$bio

Quiz Chikyu Bouei Gun (c) 02/1992 Taito.


$end

#----------------------------

#Quiz Crayon Shinchan

$info=qcrayon,
$bio

Quiz Crayon Shinchan (c) 08/1993 Taito.


- SERIES:


1. Quiz Crayon Shinchan

2. Crayon Shinchan Orato Asobo


$end

#----------------------------

#Quiz Daisousa Sen - The Last Count Down

$info=quizdais,
$bio

Quiz Daisousa Sen - The Last Count Down (c) 07/1991 SNK.


- SERIES:


1. Quiz Daisousa Sen - The Last Count Down

2. Quiz Meintantei Neo Geo - Quiz Daisousa Sen Part 2


$end

#----------------------------

#Quiz DNA no Hanran

$info=quizdna,
$bio

Quiz DNA no Hanran (c) 1992 Face.


$end

#----------------------------

#Quiz Gakuen Paradise

$info=gakupara,
$bio

Quiz Gakuen Paradise (c) 1991 NMK.


$end

#----------------------------

#Quiz Gakumon no Susume

$info=qgakumon,
$bio

Quiz Gakumon no Susume (c) 1993 Konami.


$end

#----------------------------

#Quiz Gekiretsu Scramble

$info=gekiretu,
$bio

Quiz Gekiretsu Scramble (c) 1992 Face.


$end

#----------------------------

#Quiz H.Q.

$info=quizhq,
$bio

Quiz H.Q. (c) 07/1990 Taito.


$end

#----------------------------

#Quiz Jinsei Gekijoh

$info=qjinsei,
$bio

Quiz Jinsei Gekijoh (c) 03/1993 Taito.


$end

#----------------------------

#Quiz King of Fighters

$info=quizkof,
$bio

Quiz King of Fighters (c) 02/1995 Saurus.


$end

#----------------------------

#Quiz Kokology

$info=qzkklogy,
$bio

Quiz Kokology (c) 1992 Tecmo.


- SERIES:


1. Quiz Kokology

2. Quiz Kokology 2


$end

#----------------------------

#Quiz Kokology 2

$info=qzkklgy2,
$bio

Quiz Kokology 2 (c) 1993 Tecmo.


- SERIES:


1. Quiz Kokology

2. Quiz Kokology 2


$end

#----------------------------

#Quiz Meintantei Neo Geo - Quiz Daisousa Sen Part 2

$info=quizdai2,
$bio

Quiz Meintantei Neo Geo - Quiz Daisousa Sen Part 2 (c) 03/1992 SNK.


- SERIES:


1. Quiz Daisousa Sen - The Last Count Down

2. Quiz Meintantei Neo Geo - Quiz Daisousa Sen Part 2


$end

#----------------------------

#Quiz Nanairo Dreams - Nijiirtyou no Kiseki

$info=qndream,
$bio

Quiz Nanairo Dreams - Nijiirtyou no Kiseki (c) 08/1996 Capcom.


- TRIVIA:


This game was only released in Japan.


- STAFF:


Kadontz, Isao Abe, Setsuo Yamamoto, Masato Koda, Hiroaki "X86K" Kondo, Moe-T, Saru, Hiro, Umazono


$end

#----------------------------

#Quiz Quest - Hime to Yuusha no Monogatari

$info=qzquest,
$bio

Quiz Quest - Hime to Yuusha no Monogatari (c) 07/1991 Taito.


$end

#----------------------------

#Quiz Sangokushi

$info=qsangoku,
$bio

Quiz Sangokushi (c) 06/1991 Capcom.


$end

#----------------------------

#Quiz Sekai wa SHOW by shobai

$info=qzshowby,
$bio

Quiz Sekai wa SHOW by shobai (c) 1993 Taito.


$end

#----------------------------

#Quiz Theater - 3tsu no Monogatari

$info=qtheater,
$bio

Quiz Theater - 3tsu no Monogatari (c) 11/1994 Taito.


$end

#----------------------------

#Quiz Tonosama no Yabou

$info=qtono1,
$bio

Quiz Tonosama no Yabou (c) 01/1991 Capcom.


- SERIES:


1. Quiz Tonosama no Yabou

2. Quiz Tonosama no Yabou 2 Zenkoku-ban


$end

#----------------------------

#Quiz Tonosama no Yabou 2 Zenkoku-ban

#Heaps of More staff in Japanese

$info=qtono2,
$bio

Quiz Tonosama no Yabou 2 Zenkoku-ban (c) 01/1995 Capcom.


- SERIES:


1. Quiz Tonosama no Yabou

2. Quiz Tonosama no Yabou 2 Zenkoku-ban


- STAFF:


Tori, Motsu, Katsuo, Kaddon, You!, Yumkio.N, RK, Takapon, Satomi, Syun, Ryoji


$end

#-----------------------------

#Quiz Torimonochou

$info=qtorimon,
$bio

Quiz Torimonochou (c) 02/1990 Taito.


$end

#-----------------------------

#Quiz-Mahjong Hayaku Yatteyo!

$info=qmhayaku,
$bio

Quiz-Mahjong Hayaku Yatteyo! (c) 05/1991 Nichibutsu.


$end

#-----------------------------

#Qwak

$info=qwakprot,
$bio

Qwak (c) 1982 Atari.


- TRIVIA:


This game was never released.

Originally designed to have a touch-screen interface.


- STAFF:


Designed and Programmed by Mark Cerny.


$end

#-----------------------------

#R-Shark

$info=rshark,
$bio

R-Shark (c) 1995 Dooyong.

This game was released only in Korea.


$end

#-----------------------------

#R-Type

$info=rtype,rtypeu,rtypepj,
$bio

R-Type (c) 07/1987 Irem.


- TIPS & TRICKS:


Stage 1: The Encounter

This is possibly the easiest level to complete in the game.
There are plenty of powerups available so try to get them all.
Watch out for the floor at the bottom as touching the floor will cost you one life.
Once you enter the base, you will encounter a band of circular turrets.
One turret is different from the others.
If you can destroy the different turret, then all turrets will go down.

BOSS: Doppleganger

Weak Point: The green center Easy boss.
Just charge up a power shot and release the shot and the Force Pod right at its weak point at the same time.
If your timing is right, then Doppleganger will go down in a short time.


Stage 2: Life Forms in a Cave

Be careful when going up against the many mutations that travel in a diagonal direction.
They take one power shot to be destroyed.
When taking up against the abnormal mutations and gobs of strange cellular organisms, try to destroy the container that is throwing the cellular organisms.
This way you can lessen the resistance created by the cellular organisms.
Once Worm appears, all you have to do is to destroy the eyes that fire strange lasers.
The Reflect Laser works well.

BOSS: Cyst

Keep the Force Pod at the back of you at all times and let the Reflect Laser do the dirty work for you.
Be careful not to hit Worm at all since it can hit you even with the eyes destroyed.
If you have to drive away from the Cyst's Weak Point (Eye while it's exposed), then throw the Pod and call it back so that you can do some damage.
Once the force Pod is back at the back of your ship, then try to hit the weak spot with all you have.


Stage 3: Giant Warship

The boss of this stage is huge that alone it is the entire stage.
You fight against the back of the ship which fires massive energies of debris and then make your way to the bottom of the ship, and then at the front end of the ship to destroy the main core of the Warship, which is vital to much of the Warship's movements.
From the back of the ship, once you see the shuttle, throw the Force Pod until it is destroyed.
Don't call it back yet.
Once you are about to fight your way under the ship, then make sure that you have the Ground Attack Laser equipped.
You will be able to get the Air Attack Laser at the middle of the ship's bottom battle.
When you get to the front end of the ship, try to get your Force Pod at the back of the ship so that you can attack the Front End.
Be careful of their lasers.
The Core will fire massive amounts of energies while the weak point is closed.
The energies can be destroyed.
Once the eye opens up, slam the core with everything you got, but don't rush because there is no time limit while destroying the heart of the spaceship.


Stage 4: A Base on the War Front

A tough stage because of the cellulose that is laden throughout the base.
From this stage on, you are on your own.
Nearing the end of the stage, you have to carefully navigate through the Cellulose that is blocking your way.
Use energy shots to destroy the Cellulose and make your way to the fight against the Compiler.

BOSS: Compiler

The blue orb is their weak point.
This is one tough boss because of its massive attacks.
When it splits up, try to destroy one unit before it reattaches, but don't get sandwiched.
You may need to abuse the Force on this.


Stage 5: The Den

Mysterious Crustaceans inhabit the Den.
There are worm-like creatures that will explode if you destroy the head, and creatures that act like faster cancers.
Also, crustaceans that fire lasers will come up to you so hold your ground.

BOSS: Bellmite

Tough boss because the shells of the boss will try to destroy you.
You cannot damage the central part of the boss unless you destroy the outer shells first.
Don't let Bellmite corner you or that could be your last.


Stage 6: Transport System

The transport system moves really fast and you don't have much time to destroy the transport systems so just avoid them.
It's hard to maneuver without losing lives because at times the corridor may be narrow and the transport systems will give no room for error for almost all of the time.

No real boss in this area.


Stage 7: A City in Decay

The enemy attacks are quite severe here.
They attack in many directions.
Also, explosions will come up from time to time so keep on your guard.
Your main concern is at the near-end of the stage where oodles and oodles of bugs will come up and attack you.

BOSS: Bronco

Aim for the Blue Orb.
Destroy the Trash which shower around the area.
Then you can take the Bronco without any further problems.


Stage 8: The Bydo Empire

This stage is really difficult.
Enemies will come up at many directions attacking you at high speed.
Also, beware of the revolving energy ball that travels around the air since it can't be broken.

BOSS: Bydo

When the mucus which is blocking the creature opens, throw your Force Pod and an Energy Shot at the same time, but be careful of another Win that is spitted right through his mouth.


- SERIES:


1. R-Type

2. R-Type II

3. R-Type Leo


$end

#-----------------------------

#R-Type II

$info=rtype2,rtype2j,
$bio

R-Type II (c) 12/1989 Irem.


- SERIES:


1. R-Type

2. R-Type II

3. R-Type Leo


$end

#-----------------------------

#R-Type Leo

$info=rtypeleo,rtypelej,
$bio

R-Type Leo (c) 12/1992 Irem.


- SERIES:


1. R-Type

2. R-Type II

3. R-Type Leo


- STAFF:


Game Plan: Hirogon, Akikaze

Program: Denden, Yuki, Drunker, Shaka

Graphics: Sakotan, U.W.F., Maccoy, Kimi, Hidarin, Kakapo, Yassy

Sound: Hiroshi, Aiai


$end

#-----------------------------

#Rabbit Punch

$info=rpunch,
$bio

Rabbit Punch (c) 1987 V-System.

Licensed to Bally / Midway / Sente for manufacture and distribution.

This game is also known as Rabio Lepus.


$end

#-----------------------------

#Rabio Lepus

$info=rabiolep,
$bio

Rabio Lepus (c) 1987 V-System.

This game is also known as Rabbit Punch.


$end

#-----------------------------

#Rack 'em Up

$info=rackemup,
$bio

Rack 'em Up (c) 11/1987 Konami.

This game is also known as The Hustler.


$end

#-----------------------------

#Rad Action

$info=rdaction,
$bio

Rad Action (c) 07/1987 UPL.

Licensed to World Games.

This game is known as Ninja Kid II.


- SERIES:


1. Ninjakun Majou no Bouken

2. Rad Action


- STAFF:


Game design: Tsutomu Fuzisawa

Program design: Satoru Kinjo

Char. design: Tsutomu Fizisawa, Akemi Tsunoda

Sound compose: Tsutomu Fuzisawa

Bgm create: Mecano Associate

Data make: Takashi Hayashi


$end

#-----------------------------

#Radar Scope

$info=radarscp,
$bio

Radar Scope (c) 11/1980 Nintendo.


$end

#-----------------------------

#Radar Zone

$info=radarzon,radarzn1,radarznt,
$bio

Radar Zone (c) 1982 Century Electronics.

Also licensed to Tuni Electro Serive.

This game is also known as Outline.


$end

#-----------------------------

#Radical Radial

$info=radrad,
$bio

Radical Radial (c) 09/1982 Nichibutsu.


$end

#-----------------------------

#Rafflesia

$info=raflesia,raflsiau,
$bio

Rafflesia (c) 1986 Coreland / Sega.


$end

#-----------------------------

#Raiden

$info=raiden,raidena,raidenk,
$bio

Raiden (c) 04/1990 Seibu Kaihatsu.

Also licensed to I.B.L. Corporation for Korea distribution.


- SERIES:


1. Raiden

2. Raiden II

3. Raiden DX

4. Raiden Fighters

5. Raiden Fighters 2 - Operation Hell Dive

6. Raiden Fighters Jet


$end

#-----------------------------

#Raiders5

$info=raiders5,raidrs5t,
$bio

Raiders5 (c) 1985 UPL.

Also licensed to Taito for Japan manufacture and distribution.


$end

#-----------------------------

#Raimais

$info=raimais,
$bio

Raimais (c) 1988 Taito.


- STAFF:


Akira Fujita, Shiro Yoshida, Yuji Sasaki, Shinichiro Kanari, Kei Kitsuno, Ichiro Fujisue, Hideki Hasimoto, Takeshi Ishii, Akira Iwai, Yasuo Tsumori, Kenji Kaido, Takashi Ono, Hiroshi Ogawa, Hirotoshi Okura, Chitose Asakura, Naomi Ono, Hiromi Nishibori, Masahiro Murakami, Akira Inoue, Tetsuro Kitagawa, Yukio Ishikawa, Kazuya Mikata, Genya Kuriki, Taira Sanuki, Makoto Fujita, Yukie Kimura, Hitomi Kusano, Hideyuki Tomita, Tetsuya Mizutani, Teruyuki Ozeki, Masayuki Kikuchi, Naomasa Kitatani, Shiro Saito, Natsuki Hirosawa, Yoshinori Aiura, Masahiko Takaki, Kazuyuki Onui, Naoto Yagishita, Shizuo Aizawa, Hirokazu Matsubara, Yuta Saito, Taro Arakawa, Rika Fukami, Hiroyuki Noguchi, Minoru Yoshimura, Tsukasa Nakamura, Tomio Takeda, Junji Yarita, Hidehiro Fujiwara, Toshiyuki Nishimura, Hiroshi Tsujino, Taito Design Room, Taito Ebina, Koji Kenjo, and many others...


$end

#-----------------------------

#Rainbow Islands - The Story of Bubble Bobble 2 *Extra Version*

$info=rainbowe,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 *Extra Version* (c) 1988 Taito.


- UPDATES:


This game has the exact same gameplay as Rainbow Islands - The Story of Bubble Bobble 2, but the stages and bosses appear in a different order.


$end

#-----------------------------

#Rainbow Islands - The Story of Bubble Bobble 2

$info=rainbow,rainbowo,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1987 Taito.

An extra version of this game was released in 1988.

A bootleg version called Jumping was released in 1989.


- TIPS & TRICKS:


*Secret Rooms*

If you collect all the diamonds on an island in order from left to right (i.e. red orange yellow green blue indigo violet) then a door will appear on the boss screen.
If you don't want to fight the boss then go through the door and you'll get your big diamond in the secret room.
You'll also get a big special item that'll give you a special permanent power.
The secret code that is written in the secret room can be typed in at the title screen when starting a game to get a special effect (usually the effect of the big special item in that room).
If you want more points, kill the boss and get that diamond then go into the secret room and get that one too. 


*Title Screen Cheats*

These codes can be typed in at the title screen (while the Rainbow is cycling through its colours).
They are given to you in the secret rooms and give you the effect of the item in that room if you use them.
(L = Left, R = Right, U = Up, D = Down, B = rainBow, J = Jump, S = Start (1 player button))
When you put your coin in, an item should appear in the bottom left corner depending on which cheat you used.

BLRBJSBJ Permanent fast running

RJSBJSBR Permanent double rainbows

SSSLLRRS Permanent fast rainbows

BJBJBJRS Hint A: The riddle of the shilver door

LJLSLBLS Hint B: The secret of the big diamonds

LBSJRLJL Continue after fifth Island

RRLLBBJS All hidden items are money bags (10000 pts)

RRRRSBSJ Both above two

SJBLRJSR Hint C: The riddle of the 3 mirrors

SRBJSLSB 10m points


$end

#-----------------------------

#Rally Bike

$info=rallybik,
$bio

Rally Bike (c) 1988 Taito.

This game is known in Japan as Dash Yarou.


- STAFF:


Music composed by Ree Ohta.


$end

#-----------------------------

#Rally X

$info=rallyx,rallyxm,
$bio

Rally X (c) 10/1980 Namco.

Also licensed to Midway. (01/1981)


$end

#----------------------------

#Rambo III

$info=rambo3,rambo3a,rambo3ae,
$bio

Rambo III (c) 1989 Taito.


- STAFF:

Game Program: T. Katoh, H. Yayama, Mom. Kobayashi, K. Kondoh, T. Ishizashi

Character Design: T. Yamada, N. Kawamoto, K. Hazama, S. Kawagishi, K. Fuseya, A. Yamamoto, K. Igarashi, T. Tomita, Y. Iwata

Game Design: A. Saitoh

P.C.B. Design: E. Takahashi

Design: K. Nakagawa, A. Nagai

Sound Design: M. Takagi, Y. Yamada, Pinch Punch, Team by Zuntata


$end

#-----------------------------

#Rampage

$info=rampage,rampage2,
$bio

Rampage (c) 10/1986 Bally Midway.


- STAFF:


Designed and programmed by Arcade Engineering.


- SERIES:


1. Rampage

2. Rampage - World Tour


$end

#-----------------------------

#Rampage - World Tour

$info=rmpgwt,rmpgwt11,
$bio

Rampage - World Tour (c) 03/1997 Midway.


- TIPS & TRICKS:


*Buildings filled with food*
When in every fourth city in a world tour (and London, Kiev, Casablanca, and Rio) hold Jump when playing as George, Punch when playing as Lizzy, or Kick when playing as Ralph. 


*Extra power-ups*
When in Philadelphia, Carbondale, and Honolulu, press Jump(x2) when playing as George, Punch(x2) when playing as Lizzy, or Kick(x2) when playing as Ralph.


*Triple health power-ups*
Hold Up, then press Jump(x3) when playing as George after the jumbo jet ride before the world tour.
Hold Up, then press Punch(x3) when playing as Lizzy.
Hold Up, then press Kick(x3) when playing as Ralph.


*Play as a Gargoyle*
Accumulate 100,000 points during game play. 


- SERIES:


1. Rampage

2. Rampage - World Tour


$end

#-----------------------------

#Rampart

$info=rampart,rampartj,ramprt2p,
$bio

Rampart (c) 1990 Atari Games.


- TRIVIA:


The island in Rampart is not fictional, it is in fact a map of Jersey in the Channel Islands.


- STAFF:


Programmer, designer: John F. Salwitz

Artist, designer: David A. Ralston

Hardware Engineer: Tim Hubberstey

Technician: Chris Drobny

Audio: Brad Fuller, Don Dierkneite

Artistict Support: Sam Comstock, Sean Murphy, Will Noble, Nick Stern

Software Support: Peter Lipson, Mike Albaugh, Rusty Dawe, Ed Rotberg

Commander: Chris Downed

Product Manager: Linda Benzler

Cabinet Designer: Dave Cook

Asic: Pat Mc Carthy


$end

#-----------------------------

#Rastan

$info=rastan,rastanu,rastanu2,
$bio

Rastan (c) 03/1987 Taito.

This game is known in Japan as Rastan Saga.


- UPDATES:


Rastan: in the attract mode appears a description of the objects but not the intro.

Rastan Saga: in the attract mode appears the intro but not the description of the objects.

Rastan: If you waste too many time without advancing in the stage, 8 bats will attack you.

Rastan Saga: If you waste too many time without advancing in the stage, 2 bats will attack you.


- TIPS & TRICKS:


On the outside portion of the final level (level 6) there is a single rope.
Progress to and use the rope as normal, then jump back on from the right hand side...
Rather bizarrely Rastan doesn't grab the rope, he instead starts to rise quite rapidy straight up in the air!
Stopping atop of some hidden platform quite some way above the playfield.
You can't do a fat lot, but it is rather strange.
Jumping off to the right allows you to continue.


- SERIES:


1. Rastan

2. Nastar

3. Warrior Blade - Rastan Saga Episode III


- STAFF:


Game design: Nenko Nishimura

Game program: Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama

Char. design: Nenko Nishimura

Art design: Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genzou Kuriki

Hardware engineer: Noboru Takeshita

Hardware design: Masahiro Yamaguchi

Music composer And Sound Effects: Naoto Yagishita, Masahiko Takaki

Art advisor: Junji Yarita


$end

#-----------------------------

#Rastan Saga

$info=rastsaga,
$bio

Rastan Saga (c) 1987 Taito.

This game is known outside Japan as Rastan.


- UPDATES:


Rastan: in the attract mode appears a description of the objects but not the intro.

Rastan Saga: in the attract mode appears the intro but not the description of the objects.

Rastan: If you waste too many time without advancing in the stage, 8 bats will attack you.

Rastan Saga: If you waste too many time without advancing in the stage, 2 bats will attack you.


- TIPS & TRICKS:


On the outside portion of the final level (level 6) there is a single rope.
Progress to and use the rope as normal, then jump back on from the right hand side...
Rather bizarrely Rastan doesn't grab the rope, he instead starts to rise quite rapidy straight up in the air!
Stopping atop of some hidden platform quite some way above the playfield.
You can't do a fat lot, but it is rather strange.
Jumping off to the right allows you to continue.


- SERIES:


1. Rastan Saga

2. Rastan Saga II

3. Warrior Blade - Rastan Saga Episode III


- STAFF:


Game design: Nenko Nishimura

Game program: Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama

Char. design: Nenko Nishimura

Art design: Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genzou Kuriki

Hardware engineer: Noboru Takeshita

Hardware design: Masahiro Yamaguchi

Music composer And Sound Effects: Naoto Yagishita, Masahiko Takaki

Art advisor: Junji Yarita


$end

#-----------------------------

#Rastan Saga II

$info=rastsag2,
$bio

Rastan Saga II (c) 1988 Taito.

This game is known outside Japan as Nastar, and also known in US as Nastar Warrior.


- SERIES:


1. Rastan Saga

2. Rastan Saga II

3. Warrior Blade - Rastan Saga Episode III


- STAFF:


Programmer: Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi

Hardware design: Eikichi Takahashi

Sound by Team Zuntata (music composed by OGR, sound editor Yack)

Graphic designer: Hiroyasu Nagai

Game and art designer: Hisaya Yabusaki


$end

#-----------------------------

#Rayforce

$info=rayforce,rayforcj,
$bio

Rayforce (c) 01/1994 Taito.

This game is also known as Gunlock.


- STAFF:


Producer: Yukio Abe

Director: Yukio Abe, Tatsuo Nakamura

Game Design: Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita

Software: Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama

Character Graphics: Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi

Screen Graphics: Hideyuki Kato, V.A.P, Peacock

Music & Sound Effects: Tamayo (Zuntata)

Sound Effects: Mu-Nakanishi (Zuntata)

Sound Direction: Tono (Zuntata)

Design Works: Kyoko Umezu

Hardware: Katsumi Kaneoka


$end

#-----------------------------

#Razzmatazz

$info=razmataz,
$bio

Razzmatazz (c) 1983 Sega.


$end

#-----------------------------

#Reactor

$info=reactor,
$bio

Reactor (c) 07/1982 Gottlieb.


- TRIVIA:


First called Ram-It, then Expander, Reactor was Skelly's first game design upon going independent.
He designed a number of games for Gottlieb (none of which were released) before taking an extended break in which he watched horror movies, drank margaritas, and wrote a screenplay!


- STAFF:


Designed and Programmed by Tim Skelly.

Audio by David Thiel.


$end

#-----------------------------

#Real Bout Fatal Fury

$info=rbff1,
$bio

Real Bout Fatal Fury (c) 12/1995 SNK.

This game is known in Japan as Real Bout Garou Densetsu.


- SERIES:


1. Fatal Fury - King of Fighters

2. Fatal Fury 2

3. Fatal Fury Special

4. Fatal Fury 3 - Road to the Victory

5. Real Bout Fatal Fury

6. Real Bout Fatal Fury Special

7. Real Bout Fatal Fury 2 - The Newcomers

8. Fatal Fury Wild Ambition

9. Garou - Mark of the Wolves


- STAFF:


Big Boss: Eikichi Kawasaki

Producer: T. Nishiyama, H. Matsumoto, S. Itoh

Planner: Tsuka-Michi, T. Yariyama, OH! Saba Meron

Obj Design: Higashi Pon, Mika.Poh, Fuku Fuku, Astro 1, Suke Chichi, Takehiro Isaji, Tsuzaki.A, Kamae 34, S. Tenuking, Yure Chichi, Soe Soe, G. Ishidaman

Back Design: Mic.Senbey, Midorin, Tomo, Ema Sue, Banamen, R. Nariai, Umechan

Demo Design: Sezabon, Enokichi, Ega Nataku, Jida-Q, Maki-Torowa, Muramama, Sho-Chan

Effect: March Kaji, Kaoruru, Itokatsu, Tashiboo

Program: Tony-MF-Oki, Bo-Ffffffffng

Sound: Shimizm, SHA-V

Voice Cast: Satoshi Hashimoto, Keiichi Nanba, Nobuyuki Hiyama, Akoya Sogi, Kong Kuwata, Kouji Ishii, Toshiyuki Morikawa, Harumi Ikoma, B.J. Love, Kappei Yamaguchi, Atsushi Yamanishi

Special Adviser: Stg-Oyaji 145H, Masahiko. Sawa


$end

#-----------------------------

#Real Bout Fatal Fury 2 - The Newcomers

$info=rbff2,
$bio

Real Bout Fatal Fury 2 - The Newcomers (c) 03/1998 SNK.

This game is known in Japan as Real Bout Garou Densetsu 2 - The Newcomers.


- SERIES:


1. Fatal Fury - King of Fighters

2. Fatal Fury 2

3. Fatal Fury Special

4. Fatal Fury 3 - Road to the Victory

5. Real Bout Fatal Fury

6. Real Bout Fatal Fury Special

7. Real Bout Fatal Fury 2 - The Newcomers

8. Fatal Fury Wild Ambition

9. Garou - Mark of the Wolves


- STAFF:


Executive Producer: T. Nishiyama

Producer: H. Matsumoto

Coproducer: S. Itoh

Planner: Tsuka Michi+2, Takahisa Yariyama, Maja OH! Mori, Oda-Q, Emi-Gon

Design Front: Soe-Soe, Honekawa Now-45Kg, Nobuyuki Kuroki, Ito-Taku, Ogura Eiichi, Nal, Y. Ashizawa, G. Ishida Man DX, Yas. Kamae, Mimika, Tashiboo, Tokumasa, Yuuichi Uchide , CG, Team CG. Works

Back: Mic Senbei, Murayama, Tomo, Daisuke, Risa, Sakura3, Midorin, Hidenao J, Shimiji, Eiko

Demo: Kaoruku, Uruuru, Kumiko M

Sound: Sha-V, Miwa, Marino, Captain Beroou

Voice Cast: Satoshi Hasimoto, Nobuyuki Hiyama, Tosiyuki Morikawa, Kappei Yamaguti, Atsushi Yamanisi, Hiroyuki Arita, Keiichi Nanba, Akoya Sogi, Kong Kuwata, Koji Ishii, Harumi Ikowa, B.J. Love, Tanny Yamaguti, Mami Kingetsu, Hiro Yuuki

Program: Boffffffng as Bof, Kura, Air as G.Rok.(Konbu)

Superviser: K. Asai, SG Melon


$end

#-----------------------------

#Real Bout Fatal Fury Special

$info=rbffspec,
$bio

Real Bout Fatal Fury Special (c) 01/1997 SNK.

This game is known in Japan as Real Bout Garou Densetsu Special.


- TIPS & TRICKS:


*Fight as Shadow/EX fighter*
Enter the character selection screen.
Highlight Andy, Billy, Tung, or Mary, hold Start, and press B(x2), C(x2).
While continuing to hold Start, hold B, pause one second, and hold C.
While continuing to hold Start + B + C, press A or D to select the Shadow version of the character.
Pressing A or D will select a different color. 


*Fight against Geese Howard*
Begin game play in single player mode, win all rounds, do not score less than a "B" rank in any battle, and get more than 750,000 points befire fighting Wolfgang Krauser.
You will fight Geese Howard in a special "Nightmare" match. 


- SERIES:


1. Fatal Fury - King of Fighters

2. Fatal Fury 2

3. Fatal Fury Special

4. Fatal Fury 3 - Road to the Victory

5. Real Bout Fatal Fury

6. Real Bout Fatal Fury Special

7. Real Bout Fatal Fury 2 - The Newcomers

8. Fatal Fury Wild Ambition

9. Garou - Mark of the Wolves


- STAFF:


Producer: T. Nishiyama, H. Matsumoto, S. Itoh

Planner: T. Yariyama, Higashi Pon, Oh! Majaharu, Tsuka_Michi

Obj Design: Rio, Soe.Soe.96, Oda_Bash, N. Kuroki, Lionheart35, Mizu. Mizu, G. Ishidamanace, Ossya!, Takehiro Isaji, Y. Ashizawa, Kaoruru, Nishikawa, Mika R. Winner Ero_Beer_Toku

Back Design: Mic Senbey, Midorin, Tomo, Nari, Locate, Taka_Oh!!

Demo Design: Sezabon, N. Kuroki, Ogura_A_1

Effect: Tashiboo, Akirya

Sound: Tate Norio, Konny, Shimizm, Ackey, Brother Hige, Mariko, Macky, Kyo_Chan, Miwa, Imo

Voice Cast: Satoshi Hashimoto, Nobuyuki Hiyama, Toshiyuki Morikawa, Kappei Yamaguchi, Atsushi Yamanishi, Hiroyuki Arita, Shigefumi Nakai, Keiichi Nanba, Akoya Sogi, Kong Kuwata, Koji Ishii, Harumi Ikoma, B.J. Love

Program: Bo_ffffffffng as Bof, Naoyan Apchiba

Superviser: Stg_Oyaji 145H, Mim_104 Melon, R. Tuneoka


$end

#-----------------------------

#Real Ghostbusters

$info=ghostb,ghostb3,
$bio

Real Ghostbusters (c) 05/1987 Data East.

This game is known in Japan as Meikyuu Hunter G.


$end

#-----------------------------

#Recordbreaker

$info=recordbr,
$bio

Recordbreaker (c) 09/1988 Taito.


$end

#-----------------------------

#Red Alert

$info=redalert,
$bio

Red Alert (c) 07/1981 Irem.


$end

#-----------------------------

#Red Baron

$info=redbaron,
$bio

Red Baron (c) 05/1980 Atari.


- TRIVIA:

This game was the first-person flight simulator game.

Red Baron was a conversion kit for Battlezone.

The game did poorly in the arcades.


$end

#-----------------------------

#Red Clash

$info=redclash,redclask,
$bio

Red Clash (c) 1981 Tehkan.

Licensed to Kaneko one year later (06/1982).


$end

#-----------------------------

#Red Hawk

$info=redhawk,
$bio

Red Hawk (c) 1998 Afega.

This game is known in Japan as Stagger I.


- STAFF:


Hardware designer: Namjun Cho

Sound: Junghae Seo

Background graphic: Hyonmi Kim

Graphic director: Bongwon Son

Program director: Haiisung Ryou


$end

#-----------------------------

#Red Robin

$info=redrobin,
$bio

Red Robin (c) 1986 Elettronolo.


$end

#-----------------------------

#Redline Racer

$info=redlin2p,
$bio

Redline Racer (c) 1987 Cinematronics.

Licensed to Tradewest.


- STAFF:


Designed and programmed by John Morgan.


$end

#-----------------------------

#Regulus

$info=regulus,regulusu,reguluso,
$bio

Regulus (c) 1983 Sega.


- STAFF:


Programmed by Hideki Ishikawa and Shuichi Katagi.

Designed by Yoji Ishii.

Character Design Yoshiki Kawasaki.


$end

#-----------------------------

#Reikai Doushi

$info=reikaids,
$bio

Reikai Doushi (c) 1988 Home Data.


$end

#-----------------------------

#Relief Pitcher

$info=relief,relief2,
$bio

Relief Pitcher (c) 04/1992 Atari Games.


$end

#-----------------------------

#Renegade

$info=renegade,
$bio

Renegade (c) 12/1986 Technos.

Licensed to Taito.

This game is known outside Japan as Nekketsu Kouha Kunio-Kun.


$end

#-----------------------------

#Repulse

$info=repulse,
$bio

Repulse (c) 1985 Sega.

This game is also known as Son of Phoenix, and as '99 The Last War.


- TIPS & TRICKS:


Your tank can move in any direction, but is limited to the bottom sixth of the screen, much like Centipede.
Shoot as many aliens as quickly as possible and avoid their on-coming fire.
The enemies vary in difficulty and in the intensity of their attack.
Use the shield sparingly for those moments only when it is absolutely necessary.


$end

#-----------------------------

#Rescue

$info=rescue,
$bio

Rescue (c) 11/1982 Stern.


- STAFF:


Designed and programmed by Chris Oberth.


$end

#-----------------------------

#Rescue Raider

$info=rescraid,rescrdsa,
$bio

Rescue Raider (c) 07/1987 Bally Midway.


- STAFF:


Game design: Dave Ross

Video Artwork: Bil Maher

Audio: Jesse Osborne

Cabinet artwork: Bob Flemate

Vehicle design: Roger Hector

Additional support: Pete Mokris, Bob Smith


$end

#-----------------------------

#Rettou Juundan Nekkyoku Janshi - Higashi Nippon Hen

$info=nekkyoku,
$bio

Rettou Juundan Nekkyoku Janshi - Higashi Nippon Hen (c) 1988 Video System.


$end

#-----------------------------

#Return of Ishtar, The

$info=roishtar,
$bio

The Return of Ishtar (c) 07/1986 Namco.


$end

#-----------------------------

#Return of the Invaders

$info=retofinv,retofin1,retofin2,
$bio

Return of the Invaders (c) 1985 Taito.


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Majestic Twelve - The Space Invaders Part IV

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


$end

#-----------------------------

#Return of the Jedi

$info=jedi,
$bio

Return of the Jedi (c) 09/1984 Atari.


- TIPS & TRICKS:


A tip is to reach level 8, enter the death star and destroy the reactor.
On the way out, ram one of the supports to destroy the Millenium Falcon and the machine puts you back at the beginning of level 8.
Keep doing this with your remaining lives.
Finish the game on your last life to get the 100K bonus.


- STAFF:


Designer/Programmer: Dennis Harper

Graphic Designer: Susan G. McBride

Audio Designer: Synthia Petroka

Software Support: Mike Mahar


$end

#-----------------------------

#Revolution X

$info=revx,
$bio

Revolution X (c) 03/1994 Midway.


- STAFF:


Directed and produced by George N.Petro, and Jack E.Harger.

Design and software: George N.Petro, Bill Dabelstein, Warren Davis, Jake Simpson, Mike Lynch

Design and graphics: Jack Haeger, Steve Beran, Martin Martinez, John Vogel, John Newcomer, Eric Kinkead

Music and sound: Chris Granner

Dcs sound system: Matt Booty, Ed Keenan, Rk140

Guitar solos: Vince Pontarelli

Executive producers: Neil Nicastro, Ken Fedesna

Sales: Joe Dillon


*Cast*

Aerosmith: Steven Tyler (Vocals), Joe Perry (Guitar), Brad Whitford (Guitar), Tom Hamilton (Bass), Joey Kramer (Drums)

Headmistress Helga / Cage Danger: Kerri Hoskins

Nonboys: Steve Beran

Skate Troopers / Everdrones: Jack Haeger

Berzerkers: John Larrieu

Yellow Jackets / Nomatives: Sal Divita

Non Ninjas: Tony Marquez

Kemmitechs: John Vogel


Vocalizations: Sam Bennett, Chris Granner, Steve Ritchie, Vince Pontarelli, Paul Heitsch, George Petro, Jack Haeger, Steve Beran, Kevin Greenwood

Cabinet graphics: Nick Erlich, Jack Haeger, Steve Beran, Paul Barker

Cabinet design: Matt Davis, Bob Bedsole, Ted Valavanis

Gun design: Dennis Gibbons, Jack Haeger, Dave Pallotto, Ted Valavanis

Hardware: Steve Correll, John Lowes, Ray Macika

Hardware support: Cary Mednick, Pat Cox, Dr. Sheridan Oursler.PhD.Msc, Al Lasko

Costumes: Cindy Maniates

Hair and makeup: Sher Williams, Tina Gazaldo

Custom Props: Mark Runyan

Model Builders: Rodney Carter, Dean Milano

Guitars and drums: The Musicians Network, Curt Eisenberg, David Katzma

Catering: Rich Christian

Video documentation: Jim Greene, Art Tianis, Jim Tianis, Joan Faux, Tal Lekberg

Photographer: Bryan Friedman

Midway sales: Rachel Davies, Bob Lentz, Lenore Sayers

Marketing: Rebecca Ellis, Joe Hartmann, Roger Sharpe, Christa Woss

Game testers: Mike -MXV- Vinikour, Jason -Thor- Defillippo, Eddie -CPU- Ferrier

Aerosmith international fan club president: Juan Sirrakah

Llamas trained by Nicholas Petro.


$end

#-----------------------------

#Rezon

$info=rezon,
$bio

Rezon (c) 1991 Allumer.


$end

#-----------------------------

#Riddle of Pythagoras

$info=ridleofp,
$bio

Riddle of Pythagoras (c) 1986 Sega / Nasco.


- STAFF:


Original Story by Teruo Ohhira.

Produced by Exa Planning.

Producer: Mr. Large Coin

Game Designer: Hiroshi Ohta, Tokuhiro Takemori

Development Adviser: Kenji Nakajima

Character Designer: Buta-Kun, Tomoko Sugoh, Tetsushi Nakamura, Keisuke Abe

System Supervisor: Akimichi Oda

Sound Composer: Jiroh Itaya, Victory Ozawa

Programmer: Mamoru Shiratani, Yuuki <3 Miku


$end

#-----------------------------

#Riding Fight

$info=ridingf,ridefgtu,ridefgtj,
$bio

Riding Fight (c) 1992 Taito.


$end

#-----------------------------

#Riding Hero

$info=ridhero,ridheroh,
$bio

Riding Hero (c) 07/1990 SNK.


- STAFF:


Producer: Eikichi Kawasaki

Director: Hiroshi.M

Programmer: H. Deep.T

Music: Synthesize Yamada

Sound Effects: Jojoha Kitamura

Character Design: Kouichi.S, Takurin.K, Kimie.M, Masayo.S


$end

#-----------------------------

#Rim Rockin' Basketball

$info=rimrockn,rimrck20,rimrck16,rimrck12,
$bio

Rim Rockin' Basketball (c) 09/1991 Strata / Incredible Technologies.


$end

#-----------------------------

#Ring King

$info=ringking,ringkin2,ringkin3,
$bio

Ring King (c) 10/1985 Data East.

This game is also known as King of Boxer.


$end

#-----------------------------

#Ring no Ohja

$info=ringohja,
$bio

Ring no Ohja (c) 06/1988 Konami.

This game is known outside Japan as The Main Event.


$end

#-----------------------------

#Ring of Destruction - Slammasters II

$info=ringdest,
$bio

Ring of Destruction - Slammasters II (c) 09/1994 Capcom.

This game is known in Japan as Super Muscle Bomber - The International Blowout.


- STAFF:


Character Design & Illustration: Tetsuo Hara

Planning: Tomy Ari

Object: Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, Takechan, Hirohito, Kamamesi, Rumichan

Scroll: Ziggy, Miyao, Taka

Program: K. Nakai, Shaver, Tate, Raoh

Sound: T. Kajino, Shun, Oyaji

Assist: B G, Batayon, Hideo, Tora, Hin-Hans, PONTA, Hiroaki.K


$end

#-----------------------------

#Ring Rage

$info=ringrage,ringragu,ringragj,
$bio

Ring Rage (c) 08/1992 Taito.


$end

#-----------------------------

#Riot City

$info=riotcity,
$bio

Riot City (c) 1991 Sega / Westone.


- STAFF:


Main program: Naoki Hoshizaki

Program: Ryuchi Nishizawa

Sprite design: Susumo Konno

Bg design: Naki Ohzora, Tomoko Nakayama

Data work: Hirumitu Watanabe

Se & compose: Jin Watabe

Director: Naoki Hoshizaki


$end

#-----------------------------

#Rip Cord

$info=ripcord,
$bio

Rip Cord (c) 02/1979 Exidy.


- STAFF:


Designed and programmed by Arlan Granger.


$end

#-----------------------------

#Rip Off

$info=ripoff,
$bio

Rip Off (c) 04/1980 Cinematronics.


- TRIVIA:


One of the greatest cooperative two player games ever created.
Skelly's name appears on Reactor, another one of his designs.
Tim was one of the first independent game designers.


- STAFF:


Designed and programmed by Tim Skelly.


$end

#-----------------------------

#River Patrol

$info=rpatrolb,
$bio

River Patrol (c) 19??.

This game is a bootleg of Silver Land.


$end

#-----------------------------

#Road Blasters

$info=roadblst,roadbls2,
$bio

Road Blasters (c) 03/1987 Atari Games.


- TRIVIA:


Road Blasters was the last of the Atari System 1 games made.


- TIPS & TRICKS:


If you crash your car into one of the turrets at the side of the road, you'll get 8-10x the current value of a turret.
When your score multiplier is up to 10, this is 16-20,000 points!
Early on, keep your score multiplier high and always crash into at least two of these babies every board, and finishing the game (or doing very well at it) is not tough.
After a while it gets hard to crash into two turrets every board and still finish the board on time.


Tip for strategies on level 49 and 50:
Since level 50 is the last level, and the game gives you a complete recharge at the end of 49, accuracy doesn't count any more.
Just keep firing as fast as possible.


When the game ends you get 1 million bonus points, and you're given a code.
It encodes your initials and the number of quarters you put in.
The game will probably tell you to send in your code for a free T-shirt, but this is bogus.
The game is sufficiently old by now that Atari doesn't honor this offer any more.


Run into a "live" roadside tower (e.g. one that you haven't shot).
It will run up your score like 20k points. (Actually, the points vary; I haven't tried to reverse engineer the algorithm).


$end

#-----------------------------

#Road Fighter

$info=roadf,roadf2,
$bio

Road Fighter (c) 12/1984 Konami.


- TIPS & TRICKS:


*General Tips*

When you collide with a car, always steer out of the skid to regain control.

Road Fighter follows in the great Konami tradition of having many visual bonuses for the player.
All of these are time triggered (the faster you go the more bonuses you get).
These include a Jet, Super (Konami) Man, Trains, and the Konami Mole, all of which award 3000 points.


Fuel Car Bonuses*
The rainbow fuel cars award the following bonuses as long as the player does not crash:

1st Car: 300 pts

2nd Car: 500 pts

3rd Car: 1000 pts

4th Car: 2000 pts

5th Car: 3000 pts

6th Car: 4000 pts

7th Car: 5000 pts

8 or more: 10000 pts


*Fuel Car Lanes*
Four fuel cars appear per stage, provided the player does not crash around the point where the car should appear.
The cars always appear in the same lane configuration as follows, where the leftmost lane is 1.

Stage 1: 1,2,4,3

Stage 2: 1,2,1,2

Stage 3: 2,4,3,2

Stage 4: 3,1,2,1

Stage 5: 1,2,1,1(2) Car changes lane if you take your time.

Stage 6: 4,1,2,2


*Rank Bonus*
The bonus system awards points at the end of each stage dependent on your current rank.
To get maximum points (10000) you must achieve or better the following positions:

Stage 1: 32

Stage 2: 25

Stage 3: 19

Stage 4: 11

Stage 5: 6

Stage 6: 1


$end

#-----------------------------

#Road Riot's Revenge

$info=rrreveng,
$bio

Road Riot's Revenge (c) 01/1994 Atari Games.


- SERIES:


1. Road Riot 4WD

2. Road Riot's Revenge


$end

#-----------------------------

#Road Runner

$info=roadrunn,
$bio

Road Runner (c) 1985 Atari Games.


- TRIVIA:


Based on the Warner Bros cartoon.


- STAFF:


Producer: Norm Avellar, Greg Rivera

Director: Mike Hally

Backgrounds: Sam Comstock, Mark West

Animation: Susan G. McBride, Hal Cannon, Earl Vickers

Location Tech: Rob Rowe

Support: Jacl Aknin, Mike Albaugh, Brad Fuller, Pat McCarthy, Rich Moore, Don Paauw


$end

#-----------------------------

#Robby Roto

$info=robby,
$bio

Robby Roto (c) 1981 Bally Midway.


- STAFF:


Designed and programmed by Jay Fenton and Dave Nutting.


$end

#-----------------------------

#Robo Army

$info=roboarmy,
$bio

Robo Army (c) 10/1991 SNK.


- STAFF:


Excutive Producer: Eikichi Kawasaki

Programmer: Oh!Butch, ARCBBCOV, Shochan, MA2, Kawaii

Sound: Yamapy-1, Konny

Production Designer: Kouichi Sakita

Designer: Takeshi Kimura, Take-P, Shimachan, UG. Wada, Pinkey

Associate Producer: Finish Hiroshi

Planner: Akira Goto, Yarie


$end

#-----------------------------

#Robocop - The Future of Law Enforcement

$info=robocop,robocpu0,robocopu,robocopb,robocopw,robocopj,
$bio

Robocop - The Future of Law Enforcement (c) 11/1988 Data East.


- TIPS & TRICKS:


*Get a free game!*
Unplug the cabinet, wait a second, plug it back in and quickly press the 1 & 2 player buttons at the same time.
It "should" show the beginning story about how Alex Murphy gets turned into Robocop and get a free game.


The following cheat for RoboCop can earn (theoretically) infinite scores.
There exists a level in the game (the Junkyard, I think), where there is an elevator.
If I remember correctly, it's just after you get the Cobra gun.
Anyway, you get on the elevator and ride to the top.
When the elevator reaches the top, DON'T MOVE!
Your score will suddenly start to increase, and will continue to do so until you step off the elevator.


Bad guys come onto the screen when you pass a certain pixel.
Move back and kill them off.
Don't charge through the game.
Learn the bad guy patterns (they are the same from game to game).


Here are some cheats/strategies by level:

*Level 1*

The motorbike which damages you before you draw, your gun can be beaten by jumping just before it comes on the screen.
A shop window has a small menu type poster in it; jump around about there.
When you land, punch the bike (it flashes green and doesn't damage you).
Punch it when it returns to kill it.

When fighting the ED209, time your jumps to when it fires at you (hence jumping over its shots).
When it moves to the left third of the screen, stand close to it.
The weapons arm will now point at a steeper angle (more into the ground).
Now move away slightly and jump away when ED209 fires.
Its shots will go into the ground and not trap you at the left edge of the screen.

Another approach:
To defeat the ED-209 almost instantaneously on the first stage do this: Make sure you still have the 3-Way gun (not necessary but makes it quicker and easier) then as soon as you clear the area of enemies the music will change and the ED-209 will growl.
Simply walk (QUICKLY!) to the right side of the screen (Before ED-209 enters) and fire like a madman diagonally up and right.
If done correctly, the ED-209 will come out already defeated and run away without so much as scratching you.


*Level 2*

To get extra health, shoot the fat guy using a girl as a shield.
He moves forward to shoot at you - shoot him then.

Target practice: Getting all of the targets (100% hit) gives *extra* capacity for your energy bar.
(Bug: Missing one target sometimes still gives 100%, but don't rely on it!)


*Level 3*

Go over the top of the car crushers, and pick up the baby food.
Try and save the Cobra assault cannon for the end of the level - this makes it really easy!
If you shoot just under the cab of the final enemy, you can kill the guy throwing grenades at you.

Alternate: Get the cobra cannon, clean all the enemies at the elevator, the raise the elevator until the cobra cannon is slightly higher than ground level (about 1/4 inch or less), fire ONCE to the right and watch your score soar!
Don't move or your score will stop.
Also, this only works on the bootleg board - the original did not do this, probably due to a bug. (At the far right, just outside of the screen, are some boxes and the machine thinks you hit them but doesn't destroy them.)


*Level 4*

Shoot the metal crushers with the Cobra cannon, or punch the fire button like crazy if you get trapped.
The final bad guy is a crane which swings a steel ball on an extendible chain.
Don't shoot the wooden box!!
Stand on it and shoot the cab of the crane.
Also try to save the Cobra cannon (by punching bad guys instead of shooting them) and use it on the crane.


*Level 5*

Don't charge through this level, especially on the conveyor belt.
Mind the first guy armed with a flame thrower - you can shoot him before he shoots at you.

The military ED209 at the end of the level can be beaten by crouching under the OCP logo when it charges.
Jump and shoot the weapon arm when it retreats.


*Level 6*

Need to move through this level fairly quickly (time is a little tight).
The walking coffee tables can be shot from the level below, and careful diagonal shooting can destroy laser emplacements one level up.
Concentrate on laser turrets which are diagonally away from you - their fire is hardest to dodge.
The last baby food on the level gives *all* your energy back.
Try and keep the laser shots until the end of the level.
When you reach the top level, move as far to the right as possible and shoot the military ED209 as much as possible before it wakes up.
There is a fairly safe(ish) position just at the end of the military ED209's forward walk (like the end of level 5, but no OCP marker).
Kill the military ED209 first.
Tactics for the other ED209 are similar to level 1.


*Level 7*

Use diagonal shooting to destroy laser turrets one level up. (see also level 6 comment).

The baby food stored in the box gives all your energy back.
When you reach the single lift which goes up multiple floors, the best way to avoid being trapped on it by laser fire is to *jump* onto the next level just before the lift reaches it.
Timing between the laser shots is critical.

When this lift reaches the top, stop just short of the floor (you should be able to see/hear the light curtains and laser turrets) and then go back down as far as you can.
The laser turrets and curtains sometimes disappear.

The final ED209 can be destroyed by standing at the far left of the screen and jumping up and down.
Missiles launched at you can be destroyed by shooting or punching.
When the ED209 gets too close, use the tactic of level one.

When ED209 is destroyed, kill Dick Jones (in the same way as a gunman holding a hostage is killed).
The president is not killed by your gun shots (!)


- SERIES:


1. Robocop - The Future of Law Enforcement

2. Robocop 2


- STAFF:


Game design: Yoshiyuki Unishibara

Assistant Game designer & Main graphic designer: T. Adachi

Programmer: Ryoji

Sound effects: Azusa Ma

Graphic design: A. Kaneko, Mix man, Y. Kaiho

Programmer: Mr. Deco men, K. Takahashi, S. Tamura, M. Tamura

Music: Maro, Hiroyuki, Hitomi


$end

#-----------------------------

#Robocop 2

$info=robocop2,robocp2u,robocp2j,
$bio

Robocop 2 (c) 03/1991 Data East.


- SERIES:


1. Robocop - The Future of Law Enforcement

2. Robocop 2


$end

#-----------------------------

#Robot Bowl

$info=robotbwl,
$bio

Robot Bowl (c) 01/1977 Exidy.


- STAFF:


Designed and programmed by Edward Valeau and Howell Ivey.


$end

#-----------------------------

#Robotron - 2084

$info=robotron,robotryo,
$bio

Robotron - 2084 (c) 03/1982 Williams.


- TRIVIA:

The basic play of Robotron was programmed in three days.

The design of Robotron was influenced by Berzerk and the Commodore PET game Chase.
It's original concept name was "Robot Wars: 1984."

The prototype of the game was built on a Defender platform with a Stargate board and two Atari 2600 joysticks attached to a pail.
Jarvis came up with the control design after breaking his hand in an automobile accident.

Williams is sued by WaltDisney Productions for copyright and patent infringement regarding Williams use of "tron" in Robotron.
Williams wins the suit and Walt Disney releases Tron on time.


- UPDATES:


The ROM revisions are as follows:

*Yellow/Orange*:

The default difficulty is 5.
The demo calls the Quarks 'Cubeoids'.
The default high score is 131682.

*Blue*:

The default difficulty is 3.
The default high score is 151782.
The 'shot-in-corner' bug is fixed.


- TIPS & TRICKS:


*Robotron Name Trick*

1. Fire up while moving right and press Player 1 button.

2. Fire down while moving up and press Player 2 button.

3. Move down while firing up Trick must be done during game play.
The designer's names will appear and stay on the screen until the right joystick is released from the up position.
Your game is over(!) once you've done this trick.


*Get points and extra men*

This will get you lots of points and extra men but at a VERY slow pace.
This is good if you are going for that 200 million game and want to let someone hold the game for you while you take a break or a nap.
On any 5th stage (the ones with the brain guys) shoot everything but 1 or 2 brains.
Try and get them to follow you to the top right side of the screen.

While touching the right side of the screen move all the way to the bottom.
Keep shooting up.
The Brains can't move all the way to the right so you can't hit them but there snake shot will move to the right and you will hit that.
The brains will just sit there and walk right not down.
So you can stay there for ever and shoot the snake shots.
But you only get 25 points (I think) per shot.

This is also good if you want to get a 9,999,975 score, if you are close just get to that screen and reach the top.
Watch out for the stray shot that goes to the left, you may have to move left quick to kill it.


*On the tank levels*

If you need a quick break during the game, leave one tank.
Let it fire about 20 shots - do not shoot.
At this point it will stop firing, and you can rest until you're ready to go on.
This should work during all tank levels.


- STAFF:


Designed and Programmed by Eugene Jarvis, and Larry DeMar (Vidkidz).


$end

#-----------------------------

#Roc'n Rope

$info=rocnrope,rocnropk,
$bio

Roc'n Rope (c) 03/1983 Konami.


$end

#-----------------------------

#Rock 'n Rage

$info=rockrage,
$bio

Rock 'n Rage (c) 12/1986 Konami.

This game is known in Japan as Koi no HotRock.


- STAFF:


Game programmer: Lovely Sugimo, John Yamagushi, Rick Nagasawa, Great Man Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada

Video graphics: Shena Urata, Sweet Satoh

Sound effects: Fancy Fukutake, Can Mizutani, Drum Terashima, River Gushiken, Sand Muraoka

Hardware design: Barrel Akiyama


$end

#-----------------------------

#Rockman - The Power Battle

$info=rockmanj,
$bio

Rockman - The Power Battle (c) 09/1995 Capcom.

This game is known outside Japan as Mega Man - The Power Battle.


- SERIES:


1. Rockman - The Power battle

2. Rockman 2 - The Power fighters


- STAFF:


Planner: Ohko 25th, Zanzo, (^_^")

Programmer: Teruaki.H, Giu Chan, Marh, Ohi

Object design: K.Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi.Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga.M, Zephyr Sakuno


$end

#-----------------------------

#Rockman 2 - The Power Fighters

$info=rckman2j,
$bio

Rockman 2 - The Power Fighters (c) 07/1996 Capcom.

This game is known outside Japan as Mega Man 2 - The Power Fighters.


- TRIVIA:


This game was only released in Japan.


- SERIES:


1. Rockman - The Power Battle

2. Rockman 2 - The Power Fighters


- STAFF:


Game design: Ohko

Programmer: Teruaki Hirokado, Pon, You!

Character design: Shinji Sakashita, S.Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja

Scroll design: Kisabon, Buchi, Koichi Takeda, Inoyan

Sound effect: Moe.T

Music: Yuki, Hideki Ok, Kadota Yuko, Koda Masato, Tatsuro-, Syun Nishiaaki, Setsuo Yamamoto

Voice actor: Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori

Producer: Yoshimi Ohnishi

General producer: Noritaka Funamizu


$end

#-----------------------------

#Rod-Land

$info=rodland,rodlandj,rodlndjb,
$bio

Rod-Land (c) 04/1990 Jaleco.


- TIPS & TRICKS:


*English version*
After inserting a coin, press the player 1 'down' button 3 times.
This will activate the extra mode, so you can play with all new levels, gfx and music.

*Japanese version*
After inserting a coin, press the player 1 'up' button 3 times.
This will activate the extra mode, so you can play with all new levels, gfx and music.


$end

#-----------------------------

#Roller Aces

$info=rollrace,
$bio

Roller Aces  (c) 1983 Kaneko.

Licensed to Williams.

This game is known in Japan as Fighting Roller.


$end

#-----------------------------

#Roller Jammer

$info=rjammer,
$bio

Roller Jammer (c) 1984 Nichibutsu / Alice.


$end

#-----------------------------

#Rollergames

$info=rollerg,rollergj,
$bio

Rollergames (c) 03/1991 Konami.


$end

#-----------------------------

#Rolling Crash / Moon Base

$info=rollingc,
$bio

Rolling Crash (c) 10/1979 Nichibutsu.


$end

#-----------------------------

#Rolling Thunder

$info=rthunder,rthundro,
$bio

Rolling Thunder (c) 12/1986 Namco.


- UPDATES:


In the old version:

You can't continue a game.

You can't gain any extra life.

In game, you have 180 units of time Vs. 150 units of time in the new versions.


- TIPS & TRICKS:


First of all, something that some people don't known is the fact that you can visit the ammo rooms MORE THAN ONCE!
The trick is, after having stocked up on your bullets from a particular room (for example, a MachineGunBullets room), go forward past the door approximately the distance of two jumps, then turn back, visit the room again, and find more ammo.

The reason this works is because the game is divided into invisible "sections".
Once you cross a section boundary, the game forgets everything from the previous section.

This is especially useful on levels 2 and 7, where, when combined with another trick which will be detailed after this one, one is able to get MG Bullets up to the 900s (I think it resets to zero at 1000).

Anyway, there's this section near the beginning of levels 2 and 7 where there are two platforms next to each other and above you, the first of which has a MG Bullets door.
Having killed everyone up to that point, kill the guards on the platforms, fill up with bullets, then - you just exited the MG ammo door on the left side of the left platform - walk right, and then jump (while walking) such that you fall through the gap between the two platforms (while still drifting to the right), then either walk or jump one more jump-distance to the right, walk back left, jump up onto the right platform, jump from there onto the left platform, get more MG bullets, and repeat about 7 or 8 times (or less, if you're not quite sure you can do the rest of the level with such limited remaining time).

The thing with the jump down through the platform-gap is that since you're drifting to the right as you're falling, it's quicker than jumping straight down from the platform, then walking to the right.
But getting a whole buncha MG bullets is really useful, especially on level 7, what with the seriously time-limited level 8 being next, and the fact that level 10 is so much easier with the MG ammo.
There's a trick to levels 5 and 10 also, but let me first finish up with 2 and 7.


The other trick on levels 2 and 7 is on the second half of the level (i.e. past the stacked boxes, and the gap), and has to do with the stairs.
If the stairs always bothered you as being really slow to traverse, you can, via a programming glitch, skip most of them!

What you do is go down the first set of stairs until you're on the left side of the screen (I think after the boxes and the gap you just have to go down a flight to the right edge, then down some more to the left edge).
Then, stand on top of the landing that's just before you reach the floor.
Inch towards the left edge of it until you're standing on the left edge.

And then, walk left, falling off the landing, then as soon as your feet leave the landing, go right.
You'll fall right through the floor (skipping the stairs), landing on the same landing one floor down.
Repeat until you reach the bottom.
With practice, it'll come really smoothly and instinctively.

Once you get this down really well, time how long it takes you to get from the platform MG ammo room at the beginning of the level to the end of the level using this majorly-time-saving trick, so you can figure out when you should stop getting more ammo so you can safely finish the rest of the level on time.
One note about this particular trick is that on level 7, the first (I think) landing, you probably don't want to do this trick, because one of those white guys (that take four shots to kill) will appear almost on top of you when you land.
But otherwise, it works exactly the same.


And lastly, the most impressive glitch I known of in Rolling Thunder, and the one that never ceases to cause people to say: "What??? How did you DO that???"
In levels 5 and 10, once you get to a certain point in the level (around halfway through), you come up against two boxes stacked on top of each other (i.e. you can't jump over it), and a platform above you (on which you jump and continue to the right).

At this point, jump up onto the platform, then position yourself at the very right edge of the railing on the platform (you can only jump up/down where railing is present) which should correspond to the very left edge of the boxes, then (I forget if you have to be facing right for this to work, but I don't think so) jump down.
This will put you at the very left edge of the boxes.

Then, making sure not to move the joystick to the left, walk towards the right, hit the jump button, and watch yourself get sorta caught between the bottom and top boxes, then jump right again, clearing the top box and landing on the ground.
Now comes the neat part.
Don't fire at anyone, and don't panic, but simply go to the right and watch yourself WALK THROUGH EVERYBODY!
Neat, huh?

You can simply walk past everyone until you get to the last guy (the guy in the cloak).
Then, if you have properly stocked up on MG bullets earlier on this (or another) level, simply hold down the fire button and watch him collapse an inch in front of your face.
One last note about using this is that on level 10, in that last area before the final arena, there's the "stairs-like" hurdles, and on each of these steps, one of those annoying white guys will appear.

You have to be careful not to be in too much of a hurry, or they will follow you into the arena, where they can and will hurt you, or keep you busy enough that the guy in the cloak will.
So make sure you have a little extra time to let those guys disappear off the screen (after you've made all of them appear) before going after the guy in the cloak in the arena.


This is totally useless, but fun to do anyway: at the end of each level there is this force field, which drags you through the door.
Just before you get sucked in, turn your back to the exit and make low jumps (jump button only) while pushing the joystick towards the exit...
That results in jumping a bit backwards every time.
When the force field catches you, you'll do a cool Michael Jackson'esque exit!


- SERIES:


1. Rolling Thunder

2. Rolling Thunder 2


$end

#----------------------------

#Rolling Thunder 2

$info=rthun2,rthun2j,
$bio

Rolling Thunder 2 (c) 1990 Namco.


- SERIES:


1. Rolling Thunder

2. Rolling Thunder 2


$end

#----------------------------

#Rompers

$info=rompers,romperso,
$bio

Rompers (c) 02/1989 Namco.


- STAFF:


Team Chief: Chacha

Superviser: JJ Page

Producer: S. Norimatsu

Programmer: Yukiniko Yagi

Assistant Programmer: MinMin Nakayama

Graphic Design: Takky, Y. Shinozaki, Naoko Hanazawa, M. Kimura, J. Anzai

Title Design: A. Usukura, S. Takigami

Character Design: C. Taga

Original Sound Creator: Y. Takayanagi, Yuri, Thunder


$end

#----------------------------

#Rough Ranger

$info=rranger,
$bio

Rough Ranger (c) 11/1988 Sharp Image.

Licensed to Suna.


$end

#----------------------------

#Round-Up

$info=roundup,
$bio

Round-Up (c) 11/1981 Amenip / Centuri.

This game is also known as Fitter.


$end

#----------------------------

#Route 16

$info=route16,route16b,
$bio

Route 16 (c) 02/1981 Tehkan / Sun.

Licensed to Centuri for US manufacture and distribution. (05/1981)


$end

#----------------------------

#Royal Mahjong

$info=royalmah,
$bio

Royal Mahjong (c) 03/1985 Falcon.


$end

#----------------------------

#Rug Rats

$info=rugrats,
$bio

Rug Rats (c) 01/1983 Nichibutsu.

This game was also known some months back as Wiping. (09/1982)


- UPDATES:


The main differences in this version of the game are that the bonus items remain visible at all times, and there are only three to collect instead of four (moneybag, gold bars and ring).
This makes the game easier to play, as it is not as difficult to get the crown.
As a consequence, Rugrats is higher scoring than Wiping.


$end

#-----------------------------

#Runark

$info=runark,
$bio

Runark (c) 02/1991 Taito.

This game is known in US as Growl.


- STAFF:


Promotion Object: Hiromitsu Mihara

Music & Sound Effect: Yack. (supported by Team Zuntata)

Character: Yasuhiko Kikuchi, Aya Inochi Igarashi, Fujiwaran X, Takatsuna Senba, Hisakazu Kato

Hardware: Eikichi Takahashi, Bruiser Kushiro

Trifling Work: Insector Fjw

Software: 3D Master Sugawara, Muscle Sato, Yamabanga Ymot Yagi, On a Ninja Daisuke Yasukouchi, Chinpuson Mr2 Tanaka, God Mountain Y. Kohyama

Software Support: Hideki Hashimoto, Takashi Kitabayashi

Base Game Plan: Exit Yab

Game Direction: Hide Chan

Project Management: Greatest Hidehiro Fujiwara


Dedicated to the late Mr. Katsujiro Fujimoto.


$end

#-----------------------------

#Rush & Crash

$info=rushcrsh,
$bio

Rush & Crash (c) 09/1986 Capcom.

This game is also known as The Speed Rumbler.


- STAFF:


Programmer: Yukio Arai and  Kyoko Tomita

Character Design: Chieko Ryugo, Kimio, Couichi Yotsui

Music: Tamayo Kawamoto and Harumi Ihara

Hardware: Shinji Kuchino and Katuhiko Kamimori


$end

#-----------------------------

#Rush'n Attack

$info=rushatck,
$bio

Rush'n Attack (c) 07/1985 Konami.

This game is also known as Green Beret.


$end

#-----------------------------

#Rygar - Legend Warrior

$info=rygar,rygar2,
$bio

Rygar - Legend Warrior (c) 1986 Tecmo.

This game is known in Japan as Argus no Senshi.


- UPDATES:


The differences between the US and Japanese are:
The demo sequences are different.
The Japanese version seems to have more hidden powers, stars and an extra free life.
The US version is more biased towards stars and explosions.


- TIPS & TRICKS:


At the end of each level, at THE VERY INSTANT the game takes control and guides you into the temple, pull diagonally back and down on the joystick.
Do it right and you'll get 10,000 points.
It's hard to time it right, but it works!


If you have the power-up that kills enemies and if you jump on the head blue guy at the end of every fourth level, you will get a 50,000 point bonus.


A strange happening occurs on stage 5, when you climb the rope. (This only takes effect if you don't have the "hit multiple enemies" power-up.)
Hit the chameleons with a circular overhead swing, and your "shield" will hang there until you fire again.
If you don't fire any more, you can use it to kill the monkey in the tree at level 6.


On stage 9, when you just discarded yourself from the rope, do a jump just to the left of the first "stone marker" you see, and another one should pop up that has the blue crown power up inside that allows you to kill several enemies in one swipe.


There's also another on stage 10, under the first tree with a monkey on it.
It might not be RIGHT under it, but just a bit to the left or right of it.
Just jump around it, and you'll find it.
It holds the Sun power up that allows you to shoot straight up instead of in a half circle.


On stage 13, there is a tree where you can jump on a branch, and from there just fire your weapon around a bit, and stars should appear, the likes of which you get 70000 for collecting seven of them.


A little after halfway through stage 13, there is a hidden bonus which can only be gotten WITHOUT the extra which fires straight up.
You MUST have the standard semi-circular attack.

When in the right spot, jump on the backs of enemies for extra height and fire upwards in a semi-circular arc.
Nothing will seem to happen although it will make a sound like you are hitting something.
After about 20 hits, a flag will drop which is worth 1,000,000 points.

As mentioned above, it doesn't matter whether you have the up-shooter or not; you just have to be more accurate with the up-shooter, but it is quicker by far.
You can even sit on a tree and shoot it directly (with little jumps).


If you shoot the ratmen with the up-shooter when they form a column, you get 10,000 each time.
You can also do it without an upshooter, by standing further back and circling around your head, but it is much harder, and very dangerous.
You only need to kill them all before any hit the ground.
On some levels you can get right near the exit, and trigger constant sets of ratmen, and really rack up the score.
The mole men that exit from caves can be generated en masse by finding the trigger point and going back and forth over it until you get more molemen then you can deal with.
It is a good idea to have the blue star power first, or their sheer numbers will kill you quick.


If the "invincibility" bonus is gotten when having the 4 other bonuses, you get normal invincibility (30 seconds) -plus- 170,000 points.


A classical way of getting the armor bonuses to appear is just to wait...!
Don't finish a level without having gotten at least 1 armor bonus.
Sometimes you can get 2 armor bonuses in one level.


Whenever you see the four guys who jump on each others shoulders, get real close and whack them VERY FAST using either the circular attack or the sun armor (vertical attack) from bottom to top.
If none of the other three guys on top touch the ground or move it's worth 10,000 Bonus Points!


Find the stars that are hidden in the stone tables.
Finding seven (regardless of how many times you died) will yield 70,000 bonus points.


This is just a flaw with the graphics.
When standing beside a rock, crouch and move away from it, the player will "hide" himself inside the rock and will be unreachable by most enemies for a short time.


This is not a cheat, but many people don't realize it.
Shooting the question mark repeatedly will turn it into a shield.
The trick is to recognize it before you pick it up, stop, crouch and shoot.


I'm not sure if this really qualifies as a hint or cheat, but it's quite fun and can prove quite useful at times:
This only works if you do NOT have the power-up which kills creatures when you jump on them.

On the screens with the dragons which fly overhead and occasionally swoop down at you, it is possible to "hitch a lift" and ride on their backs.
Wait until a dragon approaches from the left and swoops down at you.
When it is at its lowest point, simply jump onto its back.
You'll find that you will continually "bounce" on the dragons back, and if you nudge the joystick in time with the dragon's movement you can stay on it until the end of the level.
At this point the dragon will disappear and you'll be safely dropped to the ground.
Obviously, this method means that you miss all the bonuses in a level, but it can be useful to skip over levels with many tricky jumps etc.


Here's a good story about the last tip:

This is not a tip, but a slightly hilarious situation I got myself into once on level 3, when I did the "hitch a ride" trick.
I did so at the start, and decided to do this to the end.... almost.
Of course, while I traveled slowly but merrily along the way, every new dragon that appeared would fly past me, and at the end, turn around and join a quickly growing squadron of dragons.
By the time I reached the end, I had at least 15 dragons hot on my heels.
Or perhaps even more.

So I just jumped down, preparing to kill them all.
That was one BIG mistake.
The squadron, as I named them, decided to swoop down, EVERY ONE of them.
There wasn't ONE dragon that was content with just passing overhead.
They all attacked, and paralyzed from the shock I received from this, I was quickly and effectively killed, losing all my beautiful powerups in the process.

At that point I didn't know whether to laugh or cry.
So I screamed.


$end

#-----------------------------

#Ryu Jin

$info=ryujin,
$bio

Ryu Jin (c) 1993 Taito.


- STAFF:


Program: T. Kaki, T. Kim!!, K. Hirano

Graphic: K. Sakai, T. Chida, Suzuki!, N. Wataya, Syocyan, M. Tamura, Y. Takeda, N. Tanahara, S. Ohkura

Sound: H. Tsuda, T. Inohaya


$end

#-----------------------------

#S.P.Y -Special Project Y

$info=spy,spyu,
$bio

S.P.Y -Special Project Y (c) 10/1989 Konami.


$end

#-----------------------------

#S.R.D. Mission

$info=srdmissn,
$bio

S.R.D. Mission (c) 1986 Taito.


$end

#-----------------------------

#S.T.U.N. Runner

$info=stunrun,stunrnp,
$bio

S.T.U.N. Runner (c) 09/1989 Atari Games.


- TIPS & TRICKS:


Start out at level 11 (Labyrinth) and complete it.
On level 12 (Coathanger) go right and catch the boost and continue going right.
You will fly up and then continue and cross the finish line.
You will be warped to level 18!


- STAFF:


Designed and programmed by Ed Rotberg.


$end

#-----------------------------

#Saboten Bombers

$info=sabotenb,
$bio

Saboten Bombers (c) 1992 NMK / Tecmo.


$end

#-----------------------------

#Sadari

$info=sadari,
$bio

Sadari (c) 1993 Dooyong.

Licensed to NTC.


$end

#-----------------------------

#Safari

$info=safari,
$bio

Safari (c) 06/1977 Gremlin.


$end

#-----------------------------

#Safari Rally

$info=safarir,
$bio

Safari Rally (c) 12/1979 SNK.


$end

#-----------------------------

#Sai Yu Gou Ma Roku

$info=saiyugou,saiyugb1,saiyugb2,
$bio

Sai Yu Gou Ma Roku (c) 1988 Technos.

Licensed to Taito / Romstar for US manufacture and distribution.

This game is known in US as China Gate.


$end

#-----------------------------

#Saigo no Nindou

$info=nspiritj,
$bio

Saigo no Nindou (c) 1988 Irem.

This game is known outside Japan as Ninja Spirit.


$end

#-----------------------------

#Saint Dragon

$info=stdragon,
$bio

Saint Dragon (c) 03/1989 Jaleco.


$end

#-----------------------------

#Salamander

$info=salamand,salamanj,
$bio

Salamander (c) 07/1986 Konami.

This game is known in US as Lifeforce, but it was re-released one year later in Japan as Lifeforce.


- UPDATES:


Salamander, the original japanese release, was originally a spin-off of "Gradius", but with a simplified power-up system and overhead stages.
Lifeforce, the US release, is just like the Japanese original only with slighty different color palletes.
Lifeforce, the Japanese re-release, has more organic looking graphics and adopts the "Gradius" power-up system.


- SERIES:


1. Salamander

2. Salamander 2


- STAFF:


Game programmer: Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa

Video graphics: Jun Sakurai, Miki Yoshikata, Ikuko Bando

Sound editor: Yoshiaki Hatano, Miki Higashino

Engineer: Yasushi Furukawa


$end

#-----------------------------

#Same! Same! Same!

$info=samesame,samesam2,
$bio

Same! Same! Same! (c) 1989 Toaplan.

This game is also known as Fire shark!.


- UPDATES:


The japanese version (Same! Same! Same!) is different, you can only play one player at a time and when you get hit you start over a bit behind where you left off.


- STAFF:


Music created by Masanory Yuge.


$end

#-----------------------------

#Samurai

$info=samurai,
$bio

Samurai (c) 02/1980 Sega.


$end

#-----------------------------

#Samurai Nihon-ichi

$info=tsamurai,tsamura2,
$bio

Samurai Nihon-ichi (c) 1985 Taito.


$end

#-----------------------------

#Samurai Shodown

$info=samsho,
$bio

Samurai Shodown (c) 07/1993 SNK.

The game is known in Japan as Samurai Spirits.


- TRIVIA:


Samurai Shodown is the first game that introduced weapon fighting into the fighting game genre.

Some of the characters in this game are based on real-life historical figures such as Miyamoto Musashi (Haohmaru), Amakusa Shirou Tokisada and Hanzo Hattori.


- TIPS & TRICKS:


*Alternate costume colors*
Highlight a fighter at the character selction screen and press D.


- SERIES:


1. Samurai Shodown

2. Samurai Shodown II

3. Samurai Shodown III

4. Samurai Shodown IV - Amakusa's Revenge

5. Samurai Shodown 64

6. Samurai Shodown 64 II - Warrior Rage


$end

#-----------------------------

#Samurai Shodown II

$info=samsho2,
$bio

Samurai Shodown II (c) 10/1994 SNK.

This game is known in Japan as Shin Samurai Spirits - Haohmaru Jingokuken.


- SERIES:


1. Samurai Shodown

2. Samurai Shodown II

3. Samurai Shodown III

4. Samurai Shodown IV - Amakusa's Revenge

5. Samurai Shodown 64

6. Samurai Shodown 64 II - Warrior Rage


- STAFF:


*Haohmaru:

Voice: Masaki Usui

Front Character: V Shintani, Masami Tanaka, Y. Koyasu

Back Character: Yasupuu, Yuhki.N, Chu, Satomi.S

Planner: Tomi.Yan

Program: Abe


*Nakoruru:

Voice: Harumi Ikoma

Front Character: Puutaro Katori, Masami Tanaka, Riding Monkey, Kouji Takaya, Y. Koyasu, E. Ohira, Mamahira

Back Character: Azumi?, Y. Nishiguchi, Satomi.S

Planner: Tomi.Yan

Program: Oh!Butch


*Hanzo Hattori:

Voice: Toshimitsu Arai

Front Character: Makino Sakana, Pon.Yashamaru, Tokimeki Keisen

Back Character: Yasupuu, K., Mayu.K, Y. Nishiguchi

Planner: K.Y. Hayate

Program: Abe


*Galford:

Voice: Kazuhiro Inage

Front Character: Makino Sakana, Pon. Yashamaru

Poppy: Kuwa.Bee

Back Character: Mayu-K, Chu

Planner: Chu

Program: Abe


*Wan-Fu:

Voice: Toshikazu Nishimura

Front Character: Babilu,Ryu!, K. Tokimeki Keisen, Y.Koyasu, Yuhki.N, Rodem.Yam, Kakugo.Koji

Back Character: Okadasan

Planner: Yukika

Program: Abe


*Ukyo Tachibana:

Voice: Eiji Yano

Front Character: Harleydavidson, Sleeping,Wolf, Kouji.Takaya, Chu

Back Character: Yasupuu, Yuhki.N, Satomi.S

Planner: Bad Aplles

Program: Abe


*Kyoshiro Senryo:

Voice: Atsushi Maezuka

Front Character: Harleydavidson, Sleeping, Wolf, Kouji.Takaya

Back Character: Azumi?, Kouji.Takaya, Chu, E. Ohira

Planner: Yukika

Program: Abe


*Gen-An Shiranui:

Voice: Eiji Yano

Front Character: V Shintani, Masami. Tanaka, Y. Koyasu, Yuhki.N, Rodem.Yam, Yozora

Back Character: Okadasan, Harleydavidson, Mayu.K, Yuhki.N

Planner: Bad Apples

Program: Oh!Butch


*Earthquake:

Voice: Masaki Usui

Front Character: Riding Monkey, K., Chu

Back Character: Okadasan, Yoshimitsu

Planner: Yukika

Program: Oh!Butch


*Yubei Yagyu:

Voice: Kiyoshi Kobayashi

Front Character: Makino Sakana, Pon. Yashamaru, Tokimeki Keisen, Masami.Tanaka, Y.Koyasu, Rodem.Yam, Yozora

Back Character: Azumi?

Planner: K.Y. Hayate

Program: Abe


*Charlotte:

Voice: Harumi Ikoma

Front Character: Kuwa.Bee, Yoshi.M.Kaneko

Back Character: Mayu.K, Yuhki.N, Y. Nishiguchi

Planner: Bad Apples

Program: Abe


*Genjuro Kibagami:

Voice: Kong Kuwata

Front Character: Takachan. O??, Masami.Tanaka, Harleydavidson, Yoshimitsu, Kouji.Takaya, Chu, E. Ohira

Back Character: Mayu.K

Planner: Yukika

Program: Oh!Butch


*Cham-Cham:

Voice: Reiko Chiba

Front Character: V Shintani, Masami-Tanaka, Riding Monkey, Takachan.O??, Kouji Takaya, E. Ohira, Y. Nishiguchi, Satomi.S

Back Character: Yasupuu, Yoshimitsu, Chu, Y. Nishiguchi

Paku Paku Voice: Kenji Ikeda

Paku Paku: Kuwa.Bee

Planner: Bad Apples

Program: Abe


*Neinhalt Sieger:

Voice: Kong Kuwata

Front Character: Harleydavidson, Sleeping,Wolf, Kouji.Takaya, Yoshimitsu, Yuhki.N

Back Character: Yoshimitsu, Chu

Planner: K.Y. Hayate

Program: Oh!Butch


*Nicotine Caffeine:

Voice: Atsushi Maezuka

Front Character: Makino Sakana, Pon.Yashamaru, Mayu.K, Y.Koyasu, Yozora, Koba.B

Back Character: Yoshimitsu, Tokimeki Keisen

Planner: Tomi.Yan

Program: Oh!Butch


*Mizuki:

Voice: Harumi Ikoma

Front Character: Kuwa.Bee, Masami.Tanaka, riding Monkey, Y.Koyasu

Ambrosia: Riding Monkey, K.

Back Character: Okadasan, E. Ohira

Planner: Kouji Takaya

Program: Oh!Butch, Abe


- ??????:

Voice: Toshikazu Nishimura

Front Character: Yoshi.M.Kaneko, Kuwa.Bee, K., Riding Monkey, Y.Koyasu

Back Character: Yuhki.N, Rodem.Yam, Chu

Planner: Yoshimitsu

Program: Oh!Butch


*Other staff:

Narration: Kiyoshi Kobayashi

Submission: Babilu,Ryu!, Rodem.Yam, Kakugo.Koji, Junichi, Koba.B, Yozora

Fix: Tokimeki Keisen, Cyber.Kondo, Y. Nishiguchi, Satomi.S

Program: Nishidon, Oh!Butch, Abe, Cyber.Kondo

Sound: Tate.Norio, Yamapy

Executive Producer: Eikichi Kawasaki

Producer: Bad Apples

Main Planner: K.Y. Hayate


$end

#-----------------------------

#Samurai Shodown III

$info=samsho3,
$bio

Samurai Shodown III (c) 10/1995 SNK.

This game is known in Japan as Samurai Spirits - Zankurou Musouken.


- SERIES:


1. Samurai Shodown

2. Samurai Shodown II

3. Samurai Shodown III

4. Samurai Shodown IV - Amakusa's Revenge

5. Samurai Shodown 64

6. Samurai Shodown 64 II - Warrior Rage


- STAFF:


Executive producer: Eikichi Kawasaki

Program: Abe Jaron, Oh! Butch, Magic2papa

Back team: Azumi, Mayu,  Yoshimitsu, Yoshi-Ko, Chu, Guchi, Etsuko, Satoni, Has

Voice: K-Sintani, M-Tanaka, I-Kawasak, T-Kobayas, Y.koyasu, Shiotsuki, Erina.M, Muck-Sakata, Masahru.I, Tetuya.K, Jyunichi.H, Kaorls, Chiku, N.Taniguchi, Saka-Boh, K.Sintani, M.Tanaka, N.Hagiwara, Kazu, Oyaji.N, Bumi, Riding monkey, J.Katawama, M.Masuo, V.Kaneko, Takachan.0.24, M.Kawai, Yuki.T, Keisen., Masaharu.I, Akiko.K

Special effect by "POW team"


$end

#-----------------------------

#Samurai Shodown IV - Amakusa's Revenge

$info=samsho4,
$bio

Samurai Shodown IV - Amakusa's Revenge (c) 10/1996 SNK.

This game is known in Japan as Samurai Spirits - Amakusa Kourin.


- TIPS & TRICKS:


*Suicide*
Press Left, Right, Down/Right, Down + Start during a match.


- SERIES:


1. Samurai Shodown

2. Samurai Shodown II

3. Samurai Shodown III

4. Samurai Shodown IV - Amakusa's Revenge

5. Samurai Shodown 64

6. Samurai Shodown 64 II - Warrior Rage


$end

#-----------------------------

#Sand Scorpion

$info=sandscrp,
$bio

Sand Scorpion (c) 1992 Face.


- STAFF:


Game design: Ghost

Program: Nak, Maruyaman

Graphics: N-Phantom, Satoshi.N, Higeta-K, F.Dij!, Nob


$end

#-----------------------------

#Sangokushi II

$info=wofa,
$bio

Sangokushi II (c) 1992 Capcom.

This game is known in Japan as Tenchi Wo Kurau II - Sekiheki no Tatakai, and outside Japan as Warriors of Fate.


- TRIVIA:


The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms.


- SERIES:


1. Tenchi wo Kurau

2. Sangokushi II


- STAFF:


Program: Domesan, Xor, Tsu-Zy, 34-Sakontz

Character: Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume

Onnanoko Design: Akiman

Sound: T-Yomage, Bull, Oyabun, Inu


$end

#-----------------------------

#Sankokushi

$info=3kokushi,
$bio

Sankokushi (c) 1996 Mitchell.


$end

#-----------------------------

#SAR - Search and Rescue

$info=searchar,sercharu,
$bio

SAR - Search and Rescue (c) 1989 SNK.


- STAFF:


Producer: Yanbaru

Graphic Designer: Sick Of, U-Rakuchou, Chagera No2, Marochie, Tulip Nao

Music Composer: Hinjakun

Boss: Eikichi Kawasaki

Programmer: Takoguti Kamen 001, Cock-A-Doodle-Doo

Hardware Engineer: Crasher H.T.


$end

#-----------------------------

#Sarge

$info=sarge,
$bio

Sarge (c) 10/1985 Bally Midway.


- STAFF:


Software: Jeffry L.Nauman

Artist: Brian Colin, Sharon Perry

Sounds: Bob Libbe, Neil Falconer

Hardware: Cary Mednick, Steve Ackerman

Mechanical: John Kubik

Added support: Jim Belt


$end

#-----------------------------

#Sasuke vs. Commander

$info=sasuke,
$bio

Sasuke vs. Commander (c) 10/1980 SNK.


$end

#-----------------------------

#Satan of Saturn

$info=satansat,
$bio

Satan of Saturn (c) 03/1981 SNK.

This game is known under Taito license as Zarzon.


$end

#-----------------------------

#Satan's Hollow

$info=shollow,shollow2,
$bio

Satan's Hollow (c) 1981 Bally Midway.


- STAFF:


Designed and programmed by Arcade Engineering, who designed a slew of games for Midway before being bought out by them in 1985.


$end

#----------------------------

#Saturday Night Slam Masters

$info=slammast,slammasu,
$bio

Saturday Night Slam Masters (c) 07/1993 Capcom.

This game is also known as Muscle Bomber Duo.


- STAFF:


Planning: Tomy, Saddy, Koguma

Object: Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon

Scroll: Buppo, Okachan, Taka

Program: H.M.D., B.I.N, Shaver, Semari!, Yu Bono

Sound Des.: T'Yomage, Toshi, Syun, Kiyo, Nobu

Assist: Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.


$end

#-----------------------------

#Saturn

$info=saturn,
$bio

Saturn (c) 1983 Jaleco.


$end

#-----------------------------

#Sauro

$info=sauro,
$bio

Sauro (c) 1987 Tecfri.


$end

#-----------------------------

#Savage Bees

$info=savgbees,
$bio

Savage Bees (c) 02/1985 Capcom.

Licensed to Memetron.

$end

#-----------------------------

#Savage Reign

$info=savagere,
$bio

Savage Reign (c) 04/1995 SNK.

This game is known in Japan as Fu'un Mokushiroku - kakutou sousei


$end

#-----------------------------

#Scandal Mahjong

$info=scandal,scandalm,
$bio

Scandal Mahjong (c) 02/1989 Nichibutsu.


$end

#-----------------------------

#Scion

$info=scion,scionc,
$bio

Scion (c) 1984 Seibu Denshi.

Also licensed to Cinematronics. (09/1984)


$end

#----------------------------

#Scorpion

$info=scorpng,
$bio

Scorpion (c) 19?? Dorneer.

This game is a bootleg on Galaxian Hardware.


$end

#-----------------------------

#Scramble

$info=scramble,scrambls,scramblb,
$bio

Scramble (c) 02/1981 Konami.

Also licensed to Stern for US manufacture and distribution. (05/1981)


- TRIVIA:


Called the poor man's Defender, this was one of the first multi-level space shooters, if not the first.


- TIPS & TRICKS:


*SCORING*

a. Rocket: 50 points on the ground, 80 points in the air.

b. UFO: 100 points.

c. Fuel tank; 150 points.

d. Mystery base: 100, 200 or 300 points.

e. Base: 800 points.

f. 10 points every second.

g. Bonus jet at 10,000 points.


*DANGERS*

a. If the jet collides with anything, it is destroyed.

b. If the jet runs out of fuel, it is destroyed.


*OBSERVATIONS*

a. The jet can have only two bombs on the screen at once but can fire lasers in bursts of four that need not detonate or vanish before the next burst can be fired.
Bombs fall in a diagonal trajectory, and lasers fire straight ahead to the right.

b. The jet can move up, down, or forward, but never back.
When the player moves the joystick to the right, the jet accelerates in relation to the landscape, which always moves from right to left at a uniform pace.
When the player moves the joystick to the left, the jet stops in relation to the landscape until movement of the landscape brings it against the left edge of the screen, forcing it forward in relation to the landscape.
Even when the joystick is all the way to the right or left, the jet can maneuver vertically.

c. Whenever a jet is destroyed, the next one appears with a new fuel supply at the beginning of the same sector.
Fuel consumption is a function of time, independent of the jet's speed.

d. Fuel tanks, when hit, give the player both points and fuel.
The values of mystery bases are determined randomly.

e. The player must pass through five sectors to reach the base.
The sectors increase in difficulty and come in the same order every round.

f. Sector One presents little challenge.
The jet flies over a hilly terrain littered with rockets, fuel tanks and mystery bases.
Every plateau, wide or narrow, has as many objects as can fit.
The only real danger to the jet is that the rockets take off perpendicular to the planet whenever they reach the middle of the bottom edge, moving sideways with the rest of the landscape.
If the player does not react in time, his jet is doomed.

g. In Sector Two, the only difference is the swarm of flitting UFOs that block the jet's path, a maximum of three or four on the screen at a time.
They do not shoot and can be destroyed by laser or bombs, but collision with them is death.

h. In Sector Three, steering is more important than firing.
Hordes of indestructible fireballs hurtle from right to left across the screen, traveling fast enough to make dodging them extremely risky even for the best players.
The low hills at bottom, however, provide cover for the jet.
The trick is to destroy the fuel tanks and mystery bases in the valleys and to dart from valley to valley without hitting the fireballs that zoom every now and then just over the hilltops.

i. Once the player makes it through the fireballs, he enters a series of tall buildings of varying heights over which he must fly in a relatively narrow airspace.
Targets of all kinds perch on rooftops, and rockets nestle in silos up to two inches deep.
The jet must steer through even the narrowest passages cautiously, in case a rocket takes off right under it.

j. Sector Five requires the most precise maneuvers of all.
Horizontal passages, just wide enough to accommodate the jet, connect large caverns in which the player must fly all the way from top to bottom or back with very little horizontal room.
To make matters worse, both the passages and the caverns can have rows of fuel tanks along the floor.
If the jet tries to pass through these areas without shooting the fuel tanks in its path, it will crash.

k. At last, the base.
The jet must make its way through a maze just as treacherous as the last, except this time with more than just survival as its goal.
At the bottom of every canyon over which the jet flies lies the base, a large octagon with flashing lights.
The base must be destroyed by bomb or laser; until a base is destroyed, the jet flies over canyon after canyon, using up fuel.
When the player does manage to destroy the base, the jet starts over in Sector One.

The difficulty in destroying the base lies in the fact that the jet appears to be flying too high to reach it by laser, and the canyons are too narrow for the use of bombs.
Many players do not realize, however, that the jet is dispensable once the base is destroyed.
In other words,once the jet has come close enough to the base to demolish it with a bomb or laser, it can crash against a wall and still be reusable in the next round.

l. With the beginning of each round, another little flag appears at bottom right.
Every round is the same as the first in every detail, with identical terrain and target deployment, except that up until the fourth flag, the fuel is consumed somewhat faster each round.


*STRATEGIES*

a. Always watch what passes below you as you fly, especially in Sectors One through Four.

b. Ignore the 10 points added to your score every second:
you want to finish each round quickly, because running out of fuel is bad news.

Try also to hit as many fuel tanks as you can, even in preference to mystery bases.
One hundred and fifty points plus fuel is more desirable than an average mystery score of 200 points.

c. When you fuel gets low, the rule is to ignore everything but speed survival, and getting more fuel.

d. In Sector One, fly close to the ground.
Your object should be scoring points rather than precise maneuvering, so keep in mind just a few simple rules:

- 1. Fly slowly only when you must to destroy a rich cluster of targets.

- 2. Release a couple of bombs just as you top each mountain, then descend quickly into the valley.

- 3. Once there, shoot any threatening rockets by slowing down for a second and using your laser.
Descend to the lowest plateau at the earliest opportunity, shooting lasers constantly to clear your path of targets.

- 4. Rise with the terrain, using your laser against targets in the foothills, and go all the way up only when the next mountain forces you to.

- 5. After the last mountain, be prepared for the UFOs.

e. Through Sector Two, simply fly relatively low at medium speed, pressing LASER and BOMB constantly.
The laser shots will take care of almost all the UFOs in your way.
If one or two survive until you reach them, shift to full speed until you pass them, dodging vertically if necessary.

Try to time the release of your bombs so that they hit fuel tanks, compensating for your middling speed.

f. Don't try to stay alive among the fireballs.
Staying below them makes sense for two reasons - you keep your jet, and you even have a chance to pick up some points from the sparse targets below.

As for making if from valley to valley, just go where the fireballs aren't.
Fly quickly through each valley, then stop just before you leave shelter.
Wait there until a fireball passes just over you; then chances are that you will have a second in which to duck swiftly over and into the next valley.
You will find there is definitely a rhythm to it.


g. If you fly through the city too fast, you might not be able to react in time to a juicy cluster of targets or to a rocket rising in your path.
Fly at medium speed, lasering and bombing for all you are worth, especially at rockets in front of you and fuel tanks beneath you.

When you fly over silos too deep for your bombs to penetrate, accelerate for a moment in case the rockets suddenly take off toward your underside.

Treat a low roof just as you would a Sector One valley; descend and laser the row of targets into oblivion.
Be careful, though, when reascending; the rises here are much more abrupt than Sector One.

h. Without excellent vertical control, you will never make it through Sector Five.
Blasting away the fuel tanks blocking your path is vital, but requires much less of your concentration than does piloting the jet through such a tortuous maze.

As soon as you emerge from a passageway, stop.
Then move up or down, whichever you need, as far as you can until the screen catches up with you and pushes you forward.
Keep the joystick to the left; while the screen propels you, you should have time to find just the right height for entering the next passage.

Once you are in the next passage, speed up right away, giving yourself a head start for the next cavern; you will have to stop once again when you enter it.
The cycle requires concentration even once you known the rhythm.

Sometimes, you will enter a cavern at top left and need to leave it through a passage at bottom right, but fuel tanks will block the mouth of the passage, cluttering even the cavern floor.
If you are worried about crashing into these tanks from above before you have a chance to laser them, just drop a couple of bombs at the right moment in your descent.
The tanks will stand in your way no longer.

i. Once you known its secrets, the base may actually be slightly easier than Sector Five.
To destroy the enemy octagon, all you have to do is gun your engine before you enter its canyon, then pull sharply down and back, and nose up to it.
If you are on its level, fire your laser; if just above, drop a bomb.
You will destroy the base.

You will also crash your own ship, but no matter: you will start the next round with a free replacement.
Most players are afraid of crashing, so they fly too high for their bombs to have any hope of reaching the base.
Eventually, they crash or run out of fuel.

j. By now, you have probably realized the one step essential to mastering SCRAMBLE; memorization.
Since the pattern repeats itself every round, being prepared for upcoming opportunities and dangers is what the game is about.


- SERIES:


1. Scramble

2. Super Cobra


$end

#-----------------------------

#Scramble Egg

$info=scregg,
$bio

Scramble Egg (c) 1983 Technos.


$end

#-----------------------------

#Screw Loose

$info=screwloo,
$bio

Screw Loose (c) 1983 Mylstar.


- STAFF:


Designed and programmed by Tim Skelly.


$end

#-----------------------------

#Scud Hammer

$info=scudhamm,
$bio

Scud Hammer (c) 1994 Jaleco.


$end

#-----------------------------

#SD Gundam Psycho Salamander no Kyoui

$info=sdgndmps,
$bio

SD Gundam Psycho Salamander no Kyoui (c) 1991 Banpresto / Bandai.


$end

#-----------------------------

#SDI - Strategic Defense Initiative

$info=sdi,sdioj,
$bio

SDI - Strategic Defense Initiative (c) 1987 Sega.


$end

#-----------------------------

#Sea Fighter Poseidon

$info=sfposeid,
$bio

Sea Fighter Poseidon (c) 1984 Taito.


$end

#-----------------------------

#Sea Wolf

$info=seawolf,
$bio

Sea Wolf (c) 03/1976 Midway.


- TRIVIA:


10,000 units was made.


- SERIES:


1. Sea Wolf

2. Sea Wolf II


- STAFF:

Designed and programmed by Tom McHugh and Dave Nutting.


$end

#-----------------------------

#Sea Wolf II

$info=seawolf2,
$bio

Sea Wolf II (c) 06/1978 Midway.


- SERIES:


1. Sea Wolf

2. Sea Wolf II


- STAFF:


Designed and Programmed by Tom McHugh, and Dave Nutting.


$end

#-----------------------------

#Second Love

$info=secolove,
$bio

Second Love (c) 12/1987 Nichibutsu.


$end

#-----------------------------

#Secret Agent

$info=secretag,
$bio

Secret Agent (c) 1989 Data East.

This game is known in US as Sly Spy.


$end

#-----------------------------

#Section Z

$info=sectionz,sctionza,
$bio

Section Z (c) 12/1985 Capcom.


- STAFF:


Programmed by Toshio Arima.


$end

#-----------------------------

#Sector Zone

$info=sectrzon,
$bio

Sector Zone (c) 07/1984 Nichibutsu.

This game is also known as Seicross.


$end

#-----------------------------

#Sega Ninja

$info=seganinj,seganinu,
$bio

Sega Ninja (c) 1985 Sega.


$end

#-----------------------------

#Seicross

$info=seicross,
$bio

Seicross (c) 07/1984 Nichibutsu.

This game is also known as Sector Zone.


$end

#-----------------------------

#Seiha

$info=seiha,seiham,
$bio

Seiha (c) 1987 Nichibutsu.


- STAFF:


Prog: K. Komai

Plan: K. Tanaka

Art: Asa & Senba

Snd: N. Yoshida


$end

#-----------------------------

#Seishun Scandal

$info=sscandal,
$bio

Seishun Scandal (c) 1985 Coreland / Sega.

This game is known in Korea and US as My hero.


$end

#-----------------------------

#Sel Feena

$info=selfeena,
$bio

Sel Feena (c) 1991 East Technology.


$end

#-----------------------------

#Sen Jin - Guardian Storm

$info=grdnstrm,
$bio

Sen Jin - Guardian Storm (c) 1998 Afega.


- STAFF:


Hardware Designer: Cho Nam Jung

Programmer: Oh Gyeong Hun

Background: Park Kyong Su, Kim Eun Jin

Animation: Kim Young Mi, Le Hoan Ki, Kim Jin Young

Sound: Park Chi Ho

Director: Ryou Hai Sung


$end

#-----------------------------

#Sengoku

$info=sengoku,sengokh,
$bio

Sengoku (c) 02/1991 SNK.

This game is known in Japan as Sengoku Denshou.


- SERIES:


1. Sengoku

2. Sengoku 2

3. Sengoku 3


- STAFF:


Produce: Yanbaru

Program: Shinchan-SSS, Oh!Butch

Sound: Tate Norio, Shimizum

Picture: U-Rakuchou, Marohie, Mic-Senbey, Chulip-Nao, Dadamusi, Sick of

Game Assist: Dirty-H-Miyamaki, Phantom Iwata, HTMS-Sugimori

Direct: Tama, Moonmin


$end

#-----------------------------

#Sengoku 2

$info=sengoku2,
$bio

Sengoku 2 (c) 02/1993 SNK.

This game is known in Japan as Sengoku Denshou 2.


- SERIES:


1. Sengoku

2. Sengoku 2

3. Sengoku 3


- STAFF:


Producer: Yanbaru

Director: Sick Of

Programmer: Shinchan-SSSS, Nuckey Nuckey Fuji Nuckey

Graphic Design: U-Rakuchou, M-Marohie, Mic-Senbey, Dadamushi, Ui---su Shio, Guillotine Kama

Music: Tate Norio

Sound Effects: Yoko


$end

#-----------------------------

#Sengoku 3

$info=sengoku3,
$bio

Sengoku 3 (c) 10/2001 SNK.


- TRIVIA:


Sengoku 3 was developed by Noise Factory.


- SERIES:


1. Sengoku

2. Sengoku 2

3. Sengoku 3


- STAFF:


Producer, Planner: Keiko Ijuu

Sub Planner: Masahiro Maeda, Hidenari Mamoto

Main Programmer: Hidenari Mamoto

Sub Programmer: Kazuaki Ezato

Charactor Designer: Masahiro Maeda, Yosikazu Nisikawa, Nana Isiguro

Background Designer: Masafumi Fuji, Miyuki Okazaki

Sound Produced -Studio Aqua-: Toshikazu Tanaka

Voice Artist -Character Land-: Koreya Nannda, Yukihiro Fujimoto, Syuusuke Sada, Takahiro Araki, Sayuri Koizumi, Runnna Wasio, Tika Iwami


$end

#-----------------------------

#Sengoku Ace

$info=sngkace,
$bio

Sengoku Ace (c) 04/1993 Psikyo.


- TIPS & TRICKS:


If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...


- SERIES:


1. Sengoku Ace

2. Sengoku Ace Episode 2


- STAFF:


Shinnosuke., Rick Johnson, O.Senbei, Hiromin, Shiori., Ukon Zakura, Minsk, Dozi, Tall Man, Ayanokouji Reimu, Iron Champ, Studio Avi


$end

#-----------------------------

#Senjo no Ookami

$info=commandj,
$bio

Senjo no Ookami (c) 1985 Capcom.

This game is known outside Japan as Commando.

A bootleg of this game is known as Space Invasion.


- TIPS & TRICKS:


Here's a hot way to kill the soldiers without going anywhere near them.
At the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down.
Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate.


This will let you rack up big points and all the extra men you can:

On the first stage there is a cliff on the right side of the screen.
The bad guys will jump off the end of this cliff and attack you.
If you walk until the bad guys START jumping off and then stop you can stand there and kill them until you get sick of playing or until you reach the max extra men.

If you plan on playing thru the rest of the game you should stop at the max amount of extra men.
If you just sit there the enemies will get faster and faster so the rest of the game will be harder.


- SERIES:


1. Senjo no Ookami

2. Senjo no Ookami II


$end

#-----------------------------

#Senjo no Ookami II

$info=mercsj,
$bio

Senjo no Ookami II (c) 1990 Capcom.

This game is known in US as Mercs.


- TIPS & TRICKS:


At the end of stage 1, a large plane rises in front of the player.
If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon.
This takes dedicated practice to pull off consistently.


- SERIES:


1. Senjo no Ookami

2. Senjo no Ookami II


- STAFF:


Chief designer: S. Okano, A. Kume, Kijima

Character design: H. Nishio, T. Hayashi

Sound: M. Gotoh

Sound programmer: Y. Katayama

Program: M. Akahori, T. Ohta, Y. Matsui


$end

#-----------------------------

#Senjyo

$info=senjyo,
$bio

Senjyo (c) 1983 Tehkan.


$end

#-----------------------------

#Sente Diagnostic Cartrdge

$info=sentetst,
$bio

Sente Diagnostic Cartrdge (c) 1984 Bally / Sente.


$end

#-----------------------------

#Shackled

$info=shackled,
$bio

Shackled (c) 12/1986 Data East.

This game is known in Japan as Breywood.


$end

#-----------------------------

#Shadow Dancer

$info=shdancer,shdancrj,shdancbl,
$bio

Shadow Dancer (c) 12/1989 Sega.


- TIPS & TRICKS:


Gameplay:
Pull joystick down and push ATTACK button to send your dog to attack your opponents.
To wipe out everything on the screen use the ninja magic button.

Miscellaneous:
On stage 1-2: Erutufon Airlines is written on a plane.
Erutufon is the reverse word of no future.
Tip: Don't take this plane...


- SERIES:


1. Shinobi

2. Shadow Dancer


$end

#-----------------------------

#Shadow Force

$info=shadfrce,
$bio

Shadow Force (c) 1993 Technos.


$end

#-----------------------------

#Shadow Land

$info=shadowld,
$bio

Shadow Land (c) 04/1987 Namco.


$end

#-----------------------------

#Shadow Warriors

$info=shadoww,
$bio

Shadow Warriors (c) 1988 Tecmo.

This game is known outside US as Ninja Gaiden, and in Japan as Ninja Ryukenden.


- TIPS & TRICKS:


On the first stage, there is a popcorn stand (or whatever you want to call it) at the end of the walking stage, right before you get onto the bars which you have to cross to get to the sumo wrestler at the end.

This is somewhat difficult for beginners, because the bars are kind of tough.
However, there is a leap of faith you can take to avoid the bars entirely.
Do not destroy the popcorn machine.
Kill all the enemies, then hop on top of it.

Pull down until you are on the lower half of it (this is just to insure that the people on the bars can't hit you).
Now, walk forward until the machine takes control (there is a point at which, if you let go of the joystick, you continue walking forward.
This is what you are trying to do).

Note that you don't fall when you walk off the popcorn machine.
Neat, huh?
Do NOT jump at this point.
A vertical jump is suicide.
Normal forward jumps might be safe, but I make no guarantees.
When you finally float within range of the final level, you can get off by jumping straight up, or by moving down on the screen until you 'fall off' of the popcorn machine.


$end

#-----------------------------

#Shangai

$info=shanghai,
$bio

Shangai (c) 03/1988 Sunsoft.


- SERIES:


1. Shangai

2. Shangai II

3. Shangai III


$end

#-----------------------------

#Shangai II

$info=shangha2,
$bio

Shangai II (c) 1989 Sunsoft.


- SERIES:


1. Shangai

2. Shangai II

3. Shangai III


$end

#-----------------------------

#Shangai III

$info=shangha3,
$bio

Shangai III (c) 11/1993 Sunsoft.


- SERIES:


1. Shangai

2. Shangai II

3. Shangai III


$end

#-----------------------------

#Shanghai Kid

$info=shangkid,
$bio

Shanghai Kid (c) 1985  Taiyo.

Licensed to Data East.


$end

#-----------------------------

#Shao-Lin's Road

$info=shaolins,
$bio

Shao-Lin's Road (c) 04/1985 Konami.

This game is also known as Kicker.


$end

#-----------------------------

#Shark Attack

$info=sharkatt,
$bio

Shark Attack (c) 03/1981 Pacific Novelty.


$end

#-----------------------------

#Sheriff

$info=sheriff,
$bio

Sheriff (c) 1980 Nintendo.


$end

#-----------------------------

#Shingen Samurai-Fighter

$info=tshingna,
$bio

Shingen Samurai-Fighter (c) 1988 Jaleco.


$end

#-----------------------------

#Shinnyuushain Tooru-Kun

$info=mikiej,
$bio

Shinnyuushain Tooru-Kun (c) 10/1984 Konami.

This game is known outside Japan as Mikie.


- UPDATES:

*Shinnyuushain Tooru-Kun*
This is the original romset.
Mikie has red hair (because we all know that redheads are temperamental troublemakers :) )
Football players are now Bulky Students (Classroom) or Police/Probation Officers (Garden).
All of the students wear uniforms, including Mikie.
Your classroom teacher wears a white shirt and is somewhat pudgier than his American counterpart.
Many of the rooms also have a slightly different appearance, and I believe the dance studio teacher wears glasses.
Go figure.


*Mikie (High School Graffitti)*
Aside from the noticeably different decor in the homeroom (all right, it's only the blackboard), there are several MAJOR differences in this MUCH harder romset.
Hearts that were normally in glass cases are stacked as piles of three hearts (you only have to time the last heart for Perfects).
Furthermore, you can't headbutt in this version, you have to yell, which temporarily stuns enemies EXCEPT FOR your homeroom teacher, who cannot be stopped except by thrown items.
Yelling is also much shorter range than headbutting, making timing crucial.
Not a romset for the weak-reflexed.

Most importantly though is that if you take too long in a room, the Classroom teacher can throw what looks like either a necklace or dentures at you.

On the plus side, you recover faster from a yell than a headbutt (less lag time) and enemies don't speed up as fast as they do in the other romsets (unfortunately, it seems as though the homeroom teacher will speed up on his own in this romset).


$end

#-----------------------------

#Shinobi

$info=shinobi,shinobia,shinobib,shinobl,
$bio

Shinobi (c) 1987 Sega.

In 1988, Star released a bootleg of this game.


- TIPS & TRICKS:


There is a 20,000 point bonus awarded at the end of each stage accomplished without using any shuriken or bullets (only "chens").


Bosses 1 and 4 can be killed by simply pressing jump and immediately shooting after that (sort of a jumpshoot!)


At the level just before the falling Buddhas, you'll reach a spot between ventilation pipes, where lots of blue ninjas show up.
Instead of using the ninja magic, position yourself at the right in this tight spot then jump back till you reach the open area, where you can take care of the ninjas.


On stage 3-1 and 3-2 there are enemies that use bazookas as a weapon.
If you bump into them by walking into them, making the "ouch" noise for 6 to 10 times, every enemy will not shoot for the rest of the stage!
You can just walk into any enemy that wields a gun.
Just be careful of the guys that have swords - they will still kill you.


In level 3-4 at the Buddhas, run up to them and keep shooting.
Stand there shooting and they will move closer to you.
Just before they bump you back, use your magic.
As soon as you use it, rapidly tap the right, jump and fire buttons.
The Buddhas will continue to move over the top of you.
If done correctly, once you return to the original state, your character will continue to bounce back and forth between the Buddhas.
Remember you should still be tapping the joystick right and the jump and fire buttons all rapidly and simultaneously.
Keep this up until you exit the Buddhas from the other side, and then wait until they clear the screen and finish the boss off.


- SERIES:


1. Shinobi

2. Shadow Dancer


- STAFF:


Sugachan 26, Wagamama Kenchi, Topi, Gyofunori, Hanachan, Super Haggar, Fanta Jijii, Yamiagari, Shinjuku Otoko


$end

#-----------------------------

#Shippu Mahou Daisakusen - Kingdom-Grandprix

$info=shippumd
$bio

Shippu Mahou Daisakusen - Kingdom-Grandprix (c) 09/1994 Raizing / IMG.


- SERIES:


1. Mahou Daisakusen

2. Shippu Mahou Daisakusen - Kingdom-Grandprix

3. Great Mahou Daisakusen


$end

#-----------------------------

#Shisensho - Joshiryo-Hen

$info=shisen,
$bio

Shisensho - Joshiryo-Hen (c) 1989 Tamtex.

This game is also known as Sichuan II.


$end

#-----------------------------

#Shock Troopers

$info=shocktro,shocktrj,
$bio

Shock Troopers (c) 11/1997 Saurus.


- SERIES:


1. Shock Troopers

2. Shock Troopers - 2nd Squad


- STAFF:


Executive producer: Nobuyuki Tahaka

Executive director: Yasushi Okaharo

Planner: kenji Ishimoto

Object designers: Masato Miyoshi, Yoichi Sato, Kaori Ito, Hideo Akimoto, Michitaka Ishida, Narushiro Kishimoto

B.G. designers: Sachiko Miyoshi, Yuri Tachikawa, Yasuhori Tsuruoka, Naoko Tanaka

Programmers: Takashi Shishido, Yosuke Takasaki, Daiyoshi Sato

Compose & S.E: Masahiko hataya, Masaki kase

Voice: Taiyo Ofune (Jackal), Reina Hayami (Milky), Kinnosuke Todoroki (Loki), Sinkichi Kaji (Southern cross), Suzue Isaribi (Marie bee), Isamu Kida (Rio), Kaeru Tsuchiya (Maru), Towako tendo (Big mama), Yuka Utsumi (Cecilia), Meijin Takahashi (Commander)


$end

#-----------------------------

#Shock Troopers - 2nd Squad

$info=shocktr2,
$bio

Shock Troopers - 2nd Squad (c) 10/1998 Saurus.


- SERIES:


1. Shock Troopers

2. Shock Troopers - 2nd Squad


- STAFF:


Exective producer: Nobuyuki Tanaka

Producer: Yasushi Okahara

Exective director: Kenji Ishimoto

Main Planner: Mitsuki Pkc Saito

Sub planner: Hotlips

Chief programmer: Jo.

Programmer: Levin Takasaki, Dis, Buttaku H.K

Tool programmer: Hiroaki Torii

Technical adviser: Yuki

Chief front designer: Kurara Kiri

Front designer: Masato Miyoshi, Tsuru-Chang, Michitaka Ishida, Satoshi Ishiguro, Naruhiro Kishimoto

Chief back designer: Miwako Kojima

Back designer: Yuko Hara, Matsumoto Kiyoshi, Kaori Nishioka, Takazumi Hirokawa

Character designer: Aki

Sound producer: Masahikoo Hataka

Music composer: World Wide Wave


$end

#-----------------------------

#Shocking

$info=shocking,
$bio

Shocking (c) 1997 Yun Sung.


- STAFF:


Director: Bok Won. Kang, Chang Won. Lee

Program: Byung Gyu. Kim, Chang Soo. Jang

Graphics: Jeong Suk. Oh, Jeong Sik. Yum, Dong Suk. Kim, Chang Won. Lee

Hardware: Sang Jin. Lee

Sound: Chang Won. Lee


$end

#-----------------------------

#Shoot Out

$info=shootout,shootouj,shootoub,
$bio

Shoot Out (c) 10/1985 Data East.


$end

#-----------------------------

#Shoot the Bull

$info=shootbul,
$bio

Shoot the Bull (c) 1985 Bally Midway.


$end

#-----------------------------

#Showdown

$info=showdown,
$bio

Showdown (c) 10/1988 Exidy.


- STAFF:


Designed and programmed by Larry Hutcherson, Vic Tolomei, and Ken Nicholson.


$end

#-----------------------------

#Shuffleboard

$info=shuffle,
$bio

Shuffleboard (c) 10/1978 Midway.


$end

#-----------------------------

#Shuffleshot

$info=shufshot,
$bio

Shuffleshot (c) 1997 Strata / Incredible Technologies.


- STAFF:


Chris Oberth

$end

#-----------------------------

#Shuuz

$info=shuuz,shuuz2,
$bio

Shuuz (c) 11/1990 Atari Games.


- STAFF:


Mike Albaugh, Sid, Sam Lee, Cris Drobny, Bridget Erdmann, Tim Hubberstey, Ed Rotberg, Sam Comstock, Peter Lipson, Lefty, Rob Rowe, Pat Mc.Carthy, Joe, Minh Nguyen, John Ray, John Paul, Jerry Momoda


$end

#-----------------------------

#Sichuan II

$info=sichuan2,sichuana,
$bio

Sichuan II (c) 1989 Tamtex.

This game is also known as Shisensho - Joshiryo-Hen.


$end

#-----------------------------

#Side Arms - Hyper Dyne

$info=sidearms,sidearmr,sidearjp,
$bio

Side Arms - Hyper Dyne (c) 12/1986 Capcom.


- STAFF:


Game Design: Poo & Kihaji

Object Design: Dekachin & Kawamoyan

Scroll Design: Toride No Yas & Mikichan

Supplement: Uhe Uhe & Kurichan

Sound: Tadanomi Surozoo

Music: Kinchaku Aya

Hardware: Kubozoo

Software: Mr.


$end

#-----------------------------

#Side Pocket

$info=sidepckt,sidepctj,sidepctb,
$bio

Side Pocket (c) 06/1986 Data East.


$end

#-----------------------------

#Side Track

$info=sidetrac,
$bio

Side Track (c) 04/1979 Exidy.


$end

#-----------------------------

#Silent Dragon

$info=silentd,silentdj,
$bio

Silent Dragon (c) 04/1992 Taito.


- STAFF:


Program: E. Ogura, Y. Katumata, T. Kaki, T. Kim, T. Odd

Music Composed by T. Noaki.

Sound Effect: T. Noaki, H. Tsuda

Voice: Nozaki, Hasyepon, Irisawa, Sakai, Takeda

Character Design: K. Sakai, T. Chida, T. Irisawa, N. Wataya, Y. Takeda

Supervisor: N. Takioka


$end

#-----------------------------

#Silkworm

$info=silkworm,silkwrm2,
$bio

Silkworm (c) 1988 Tecmo.


- TIPS & TRICKS:


When the big flying ship comes (the one in 4 pieces) that gives you one bonus for each player, fire repeatedly on the second piece before it is in place.
If it is destroyed before it is in place, you will be given 2 bonuses per player instead of 1.


$end

#----------------------------

#Silver Land

$info=silvland,
$bio

Silver Land (c) 19?? Falcon.

A bootleg of this game is known as River Patrol.


$end

#-----------------------------

#Simpsons, The

$info=simpsons,simps2pj,simpsn2p,
$bio

The Simpsons (c) 04/1991 Konami.


- TRIVIA:


This video game is based on the prime-time animated series of the same name created by Matt Groening.


- STAFF:


Main Program: A. Suzuki

Software design: Hirotaka_2, Nwk

Graphic design: K. Nakamura

Main character design: Y. Takano

Character design: K. Nakajima, N. Yokoki

Sound program & effect: H. Shikama

Music by N. Hanzawa.

Hardware design: H. Matsuura

Package design: N. Satoh, K. Kamiya

Special guest: H. Iuchi_4, M. Samejima

Management: S. Kido

Supervisor: K. Nakamura


$end

#-----------------------------

#Sindbad Mystery

$info=sindbadm,
$bio

Sindbad Mystery (c) 1988 Sega.


$end

#-----------------------------

#Sinistar (Prototype)

$info=sinista1,
$bio

Sinistar (Prototype) (c) 11/1982 Williams.


- TRIVIA:


This romset is allegedly from an early release machine that was displayed at the 1982 AMOA show in Las Vegas.


- UPDATES:


Here's some gameplay info and differences with the other version of sinistar:

1. Sinistar scream cuts off during quick re-triggers, rather than one long scream.

2. More crystals per planetoid.

3. Sinistar death sometimes occurs offscreen.

4. Warp to next level in random direction, not just upper right.

5. Some parameters in operator adjust screen not present, such as set attract mode message.

6. You don't spin out when eaten by the Sinistar.
You just explode when you get too close.

7. Once Sinistar is defeated, you do not get locked into your location on the screen.
You can move as if he were still alive.
The warping direction is not random as initially thought, but is in the direction your ship is facing when the battle computer engages warp engines.

8. The set has some other weird behavior which I will call screen wrapping.
It involves enemies passing through the window of gameplay and then re-appearing immediately.

9. The FIRE button advances the letter entry for high scores rather than the joystick's move-right.

10. Instead of having the word "SINISTAR" appear in red in the center of the screen in the standard font this set has a big red word SINISTAR in the shape of the word on the marquee appear before all the standard font SINISTARs pop up.
It drips blood in a few places.


$end

#-----------------------------

#Sinistar

$info=sinistar,sinista2,
$bio

Sinistar (c) 02/1983 Williams.


- TRIVIA:


This game was originally going to be called "Darkstar" (only a few prototype marquees exist).


- TIPS & TRICKS:


Get down to 0 extra men.
Fire a killing shot at the Sinistar and die just before he does.
You'll get 255 men!!!


*Sinistar Easter Eggs*

Programming Credits and Williams message:

1. Set lives to 1 (This is optional, it merely saves time)

2. Insert one credit

3. Bump into a Planetoid (rock)

4. Push the fire button seven times

5. Avoid Planetoids and Workers, don't fire at anything and get shot by a Warrior.
If you set lives to 1, the game will now be over.
If not, lose all lives in this manner until the game ends.

6. Enter initials

7. Press the 2 Player button 3 times, then insert one coin and start a new 1 Player game

8. Don't move or fire, just push the Sinibomb button once.

There are now two messages which can be displayed for the credits:

9. Insert 3 coins, then push the Sinibomb button again.
The 'crossword' credits should now be displayed

For the Williams Electronics message:

10. Simply end the game by getting shot without hitting a Planetoid or firing, then push the 1 Player button to display the message.


*Easter Egg 2*

There is a bug in the game that allows an enemy shot still on screen to kill you while you are spinning in Sinistar's mouth, thus killing you twice.
However, this bug can be used to your advantage because if you have no extra lives left before you get double killed your lives count goes to -1 (which in computer speak is a really big number, so this "cheat" allows you to get a major power-up).


- STAFF:


Designed and programmed by Noah Falstein, RJ Mical, John Newcommer, Jack Haegar, Sam Dicker, Richard A. Witt, and Michael Metz.


$end

#----------------------------

#Skull & Crossbones

$info=skullxbo,skullxb2,
$bio

Skull & Crossbones (c) 11/1989 Atari Games.


$end

#----------------------------

#Sky Adventure

$info=skyadvnt,skyadvnu,skyadvnj,
$bio

Sky Adventure (c) 11/1989 Alpha Denshi.


- STAFF:


System Programmer: Eizi Fukathu

Main Programmer: Hiroyuki Ryu

Programmer: Hideo Kamoda

Hardware: Shinichi Tamura

Designer: Kenichi Sakanisi

Music: Tambourine Yuka

Sound: Hiroaki Simizu

Producer: Akira Usizawa


$end

#-----------------------------

#Sky Alert

$info=skyalert,
$bio

Sky Alert (c) 10/1992 Metro.


$end

#-----------------------------

#Sky Base

$info=skybase,
$bio

Sky Base (c) 1982 Omori Electric.


$end

#-----------------------------

#Sky Bumper

$info=skybump,
$bio

Sky Bumper (c) 1982 Venture Line.


$end

#-----------------------------

#Sky Chuter

$info=skychut,
$bio

Sky Chuter (c) 03/1980 Irem.


$end

#-----------------------------

#Sky Diver

$info=skydiver,
$bio

Skydiver (c) 06/1978 Atari.


- STAFF:


Designed and programmed by Owen Rubin.


$end

#-----------------------------

#Sky Fox

$info=skyfox,
$bio

Sky Fox (c) 1987 Jaleco.

Licensed to Nichibutsu.

This game is also known as Exerizer.


$end

#-----------------------------

#Sky Kid

$info=skykid,skykido,skykidd,
$bio

Sky Kid (c) 12/1985 Namco.


- SERIES:


1. Sky Kid

2. Sky Kid Deluxe


$end

#-----------------------------

#Sky Kid Deluxe

$info=skykiddx,skykiddo,
$bio

Sky Kid Deluxe (c) 04/1986 Namco.


- SERIES:


1. Sky Kid

2. Sky Kid Deluxe


$end

#-----------------------------

#Sky Lancer

$info=skylancr,
$bio

Sky Lancer (c) 07/1983 Orca.

Licensed to Esco Trading for manufacture and distribution.


$end

#-----------------------------

#Sky Shark

$info=skyshark,
$bio

Sky Shark (c) 03/1987 Taito.

Licensed to ROMSTAR for US manufacture and distribution. (03/1987)

This game is known outside US as Flying Shark, and in Japan as Hishou Zame.


- SERIES:


1. Sky Shark

2. Fighting Hawk


- STAFF:


Music and sound created by Tatsuya Uemura.


$end

#-----------------------------

#Sky Smasher

$info=skysmash,
$bio

Sky Smasher (c) 1990 Nihon System.


$end

#-----------------------------

#Sky Soldiers

$info=skysoldr,
$bio

Sky Soldiers (c) 09/1988 SNK.

Licensed to Romstar for US manufacture and distribution.


$end

#-----------------------------

#Sky Wolf

$info=skywolf,skywolf2,
$bio

Sky Wolf (c) 1987 Kyugo.

This game is a bootleg of Air Wolf.


$end

#-----------------------------

#Slap Fight

$info=slapfigh,slapbtuk,slapbtjp,
$bio

Slap Fight (c) 12/1986 Taito.

This game is also known as Alcon.


- TIPS & TRICKS:


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

To get a large bonus, dodge all the enemy shots without firing at all until reaching the ring-shaped pool.
You will earn a large bonus and start your next life just before the second Boss.


$end

#-----------------------------

#Slap Shot

$info=slapshot,
$bio

Slap Shot (c) 1994 Taito.


- STAFF:


Program: M. Tamano, T. Ikeda

Graphic: K. Suzuki, Mis, Ken, Y. Takeda, Showji

Sound: H. Kudoh

Plan: A. Ue-Pi


$end

#-----------------------------

#Slick Shot

$info=slikshot,sliksh17,
$bio

Slick Shot (c) 04/1990 Grand Products / Incredible Technologies.


- STAFF:


Concept: David Marofske

Sensor design: Dan Dooley, Randy Tiller, George Gomez

Mechanical design: John Kubik, Helmuts Eichenfelds

Programming: Pierre Maloka

Graphics: Tim Skelly, Rosendo Toro

Sound and music: David D.Thiel


$end

#-----------------------------

#Slither

$info=slither,slithera,
$bio

Slither (c) 1982 Century II.


$end

#-----------------------------

#Sly Spy

$info=slyspy,slyspy2,
$bio

Sly Spy (c) 07/1989 Data East.

This game is known outside US as Secret Agent.


$end

#-----------------------------

#Smash T.V.

$info=smashtv,smashtv4,smashtv5,smashtv6,
$bio

Smash T.V. (c) 06/1990 Williams.


-UPDATES:


The "Pleasure Dome" is only available in revision 8.


- TIPS & TRICKS:


Don't try to conserve ammo.
Your shots should be efficient and kill as much as possible, and you won't have time to think about conserving shots (especially in the latter stages).
The pattern of moves you should follow at the end of each board to reach the easiest boards is:

Level 1: right, up; and then you have no choices.

Level 2: up, right; and then again, no choices.

Level 3: right, right, down; and then you have no choices.


Tips on big guys:

*MUTOID MAN*
Stay 'above' him.
The best hiding place is at the upper corners of the board.
Then nothing can get you, except Mr.Shrapnel.
Best weapons are Shrieker grenades, then spread fire.

*SCARFACE*
There are two attack types you use against this guy.
The first is when you have grenades/shrieker grenades and are invulnerable.
Then you blast away at his face.
Be sure to get all areas of his face.
The second is when you have spread/missiles/ double.
Then you travel around him in circles and knock out his perimeter shielding.
If you don't get all his perimeter shielding he CANNOT die.
This is why most people find him so hard.
Then he is converted to a skull.
When you have grenades/shriekers, be sure to get ALL areas of the face!
Otherwise attack the top of his head, and in general keep him away from you.

*COBRA*
You should fire at all
areas of the cobra body. Don't
move above the cobra heads,
because you will die. Best
weapon: spread fire.

*GAME SHOW HOST*
Same as mutoid man but moves really fast.
Play cautiously.
Note that you can stay at the upper-right-hand corner of the screen forever, picking up unlimited points on Mr.Shrapnel.
This is slow, however.


The game is known to adjust its difficulty by the daily high score list.
If the high scores are too high, making the game too hard, just turn the machine off and on again.


Now, the pleasure dome. (rev. 8 only)
This is hearsay, so don't get upset if this doesn't work.
Sometimes, instead of saying "COLLECT POWERUPS!" on the second board, it'll say something else.
When that happens, it means you can get to the pleasure dome that game.
When you get to key room #1 (after the cobras) you can go down after the board is completed.
Tough rooms follow.
In the pleasure dome, you collect girls instead of gifts.


When playing with 2 people, if one player finishes the level near an exit, the other will "walk through the wall" to the next room.
This can be useful on some levels.


You can cheat the enemy men by running through them backwards (to do this, you have to be firing).
This works especially well when you have extra speed.


*Here's a list of fun things to do*

When fighting Mutoid Man or the Host, get a shield and stand behind the boss.
If he backs up far enough, he will push you back out the wall area he came in.
You can not be hit there, and if you position yourself right, you can fire from that position.
This isn't really a cheat since you need special weapons to kill the boss.
You can leave the area by simply moving down.

If you have the sawblades and are moving right next to the exit and so is the other person, the sawblades will not have time to disappear and will be carried to the next wave.
It's nice to see those sawblades cut up the camera men.
Also, you can sometimes get another sawblade set for the other player because the software doesn't realize that you still have that set you should have lost.
Dueling sawblades!

After killing a boss monster, if player one stands next to the exit and player two stands to the left of some mines, player two will be dragged across the mines at no extra charge.
FEARLESS MINE WALKER!
This can also work on any wave ending, but you get more time to position player one and two on the end of a level.


- SERIES:


1. Smash T.V.

2. Total Carnage


- STAFF:


Mark Turmell, John Tobias, Tim Coman, Eugene Jarvis, Jon Hey, Todd Allen, George Petro, Larry Demar, Jack Haeger, Cary Mednick, Gleen Shipp, Al Lasko, Sheridan Oursler, Ray Gay, Mark Loffredo, Ray Czajka, Greg Freres, Jim Nichols, Tim Elliott, Rob Ashworth


$end

#-----------------------------

#Snake Pit

$info=snakepit,
$bio

Snake Pit (c) 1984 Bally Sente.


- STAFF:


Program design: Lee Actor

Graphics design: Mark McPhee

Sound design: Gary Levenberg

With support from: Howard Delman, Ed Rotberg


$end

#-----------------------------

#Snap Jack

$info=snapjack,
$bio

Snap Jack (c) 05/1982 Universal.


$end

#-----------------------------

#Snacks'n Jaxson

$info=snakjack,
$bio

Snacks'n Jaxson (c) 1984 Bally Sente.


- STAFF:


Design and programming: Dave Ross

Design and graphics: Bil Maher

Sounds and music: Gary Levenberg


$end

#-----------------------------

#Snow Bros. - Nick & Tom

$info=snowbros,snowbroj,snowbroa,snowbrob,
$bio

Snow Bros. - Nick & Tom (c) 04/1990 Toaplan.

Licensed to Romstar for US manufacture and distribution.

A bootleg of this game is known as The Winter Bobble.


- TIPS & TRICKS:


On the first ten stages, you can easily rack up close to a million points.
The trick is to defeat all of the enemies by pushing only one snowball.
If properly done, seven or eight banners will come down from the top of the screen, and they are worth 10,000 points each.
If you can do this eight or nine times, and you have collected the red (speed up) potion, you will easily get 700,000-1,000,000 points by the time you get to the first boss.


To get the various coloured potions, try to kill all of the enemies of the same color group using as few snowballs as possible.
The color of the enemy determines the color of the potion.
There are four potions:

1. red=speedup

2. blue=powerful shots

3. yellow=extended range

4. green=allows you to collect the letters S-N-O-W, which gives you an extra man.


- SERIES:


1. Snow Bros. - Nick & Tom

2. Snow Bros. 2 - With New Elves


- STAFF:


Music composed by Osamu Ohta.


$end

#-----------------------------

#Snow Bros. 2 - With New Elves

$info=snowbro2,
$bio

Snow Bros. 2 - With New Elves (c) 04/1994 Hanafram.


- SERIES:


1. Snow Bros. - Nick & Tom

2. Snow Bros. 2 - With New Elves


$end

#-----------------------------

#Soccer Brawl

$info=socbrawl,
$bio

Soccer Brawl (c) 02/1992 SNK.


- STAFF:


Produced by: Eikichi Kawasaki

Front Designer: String-Ko-Kongoh, Bomber Kanae, T. Yokoyama, Sambo Asako

Back Designer: M.K, S. Chinatsu

Programmer: Mantaru Hantaru, From A to Z

Music: Domitory Room102, Wolf.Gang Amadeus Yamada

Directed by: Fire Narisuke


$end

#-----------------------------

#Sokonuke Taisen Game

$info=sokonuke,
$bio

Sokonuke Taisen Game (c) 1995 Sammy Industries.


$end

#-----------------------------

#Sol Divide - The Sword of Darkness

$info=soldivid
$bio

Sol Divide - The Sword of Darkness (c) 1997 Psikyo.


- TIPS & TRICKS:


*Unlock extra maintenance*
If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. (Stage Select)


- STAFF:


Katsuya Terada, Shin.Nakamura, Jun-Ichi Niwa, Shiori Saito, Hiroshi Yamada, Wataru Yamazaki, Naozumi Yorichika, Toshinori Sugita, Mitsuo Kodama, Hideyuki Oda, Masaki Izutani, Yoko Tsukagoshi, Ikuya Yoshida, Norikazu Takemori, Emi Taniguchi, Hideto Kamioka, Hirotsugu Imoto, Keisuke Takagi, Kotaro Ogata, Keizo Fujita, Kunio Asahara, Kentaro Maki, Kunihiko Nogomi, Kenichi Fujita


$end

#-----------------------------

#Solar Fight

$info=solfight,
$bio

Solar Fight

This game is a bootleg of Ozma Wars.



#-----------------------------

#Solar Fox

$info=solarfox,
$bio

Solar Fox (c) 1981 Bally Midway.


- STAFF:


Designed and programmed by Arcade Engineering.

Sound programmed by Ben Blish.


$end

#-----------------------------

#Solar Quest

$info=solarq,
$bio

Solar Quest (c) 12/1981 Cinematronics.


- TRIVIA:


This was the last "Black and white with a color overlay" vector game produced by Cinematronics.


- STAFF:


Designed and programmed by Scott Boden (Star Castle).


$end

#-----------------------------

#Solar Warrior

$info=solarwar,
$bio

Solar Warrior (c) 1986 Technos / Taito.

Licensed to Memetron for distribution (02/1987)

This game is known outside US as Xain'd Sleena.


$end

#-----------------------------

#Soldam

$info=soldamj,
$bio

Soldam (c) 09/1992 Jaleco.


$end

#-----------------------------

#Solitary Fighter

$info=solfigtr,
$bio

Solitary Fighter (c) 1991 Taito.


- STAFF:


Game Program: Takeshi Ishizashi, Akio Uematsu, PZR400 MOM

Game Design: Takao Horiuti, Masakazu Iwahashi

Character Effect: Lin Chinkai

Sound Design: Kazuko Umino, Team by Zuntata

Hard Design: Takashi Ohara

Character Design: Takashi Yamada, Keisuke Nishioka, Creamy Tetsu, Bin Kaneko

Design: Hiroyasu Nagai


$end

#-----------------------------

#Solomon's Key

$info=solomon,
$bio

Solomon's Key (c) 1986 Tecmo.


$end

#-----------------------------

#Son Of Phoenix

$info=sonofphx,
$bio

Son Of Phoenix (c) 11/1985 Associated Overseas MFR.

This game is also known as '99 The Last War, and as Repulse.


- TIPS & TRICKS:


Your tank can move in any direction, but is limited to the bottom sixth of the screen, much like Centipede.
Shoot as many aliens as quickly as possible and avoid their on-coming fire.
The enemies vary in difficulty and in the intensity of their attack.
Use the shield sparingly for those moments only when it is absolutely necessary.


$end

#-----------------------------

#Son Son

$info=sonson,sonsonj,
$bio

Son Son (c) 07/1984 Capcom.


$end

#-----------------------------

#Sonic Blast Man

$info=sbm,
$bio

Sonic Blast Man (c) 1990 Taito.


- TRIVIA:


Taito lost a class action suit for $50,000 to the U.S. Consumer Product Safety Commission (CPSC) because of injuries sustained by players of Sonic Blast Man.
The CPSC alleges that between 1991 and 1994, Taito failed to report about 70 cases in which young players fractured or injured wrists and arms as a result of hitting the Blast Man's punching pad.


- SERIES:


1. Sonic Blast Man

2. Sonic Blast Man returns - Real Puncher


$end

#-----------------------------

#Sonic Wings

$info=sonicwi,
$bio

Sonic Wings (c) 1992 Video System.

This game is known outside Japan as Aero Fighters.


- SERIES:


1. Sonic Wings

2. Sonic Wings 2

3. Sonic Wings 3

4. Sonic Wings Limited


- STAFF:


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


$end

#-----------------------------

#SOS

$info=sos,
$bio

SOS (c) 10/1979 Namco.


$end

#-----------------------------

#Sotsugyo Shousho

$info=sotsugyo,
$bio

Sotsugyo Shousho (c) 1995 Mitchell.

Licensed to Atlus.


$end

#-----------------------------

#Souko Ban Deluxe

$info=soukobdx,
$bio

Souko Ban Deluxe (c) 1990 Namco.

Licensor: Thinking Rabbit.

This game is known in US as Boxy Boy.


$end

#----------------------------

#Space Attack

$info=spaceatt,
$bio

Space Attack (c) 1978 Video Games GMBH.

This is a clone of Space Invaders.


- UPDATES:


This game is more colorful version of Space Invaders.


$end

#----------------------------

#Space Attack

$info=sspaceat,sspacat2,sspacatc,
$bio

Space Attack (c) 02/1979 Sega.


$end

#----------------------------

#Space Attack II

$info=spaceat2,
$bio

Space Attack II (c) 1980 Zenitone-Microsec.

This game is a copy of Space Invaders.


$end

#-----------------------------

#Space Battle

$info=spacbatt,
$bio

Space Battle

This game is a bootleg of Gingateikoku No Gyakushu.


$end

#----------------------------

#Space Beam

$info=spacbeam,
$bio

Space Beam (c) 11/1980 Nanao.


$end

#----------------------------

#Space Bird

$info=spacebrd,
$bio

Space Bird (c) 1980 Karateco.

This game is a bootleg of Space Firebird.


$end

#----------------------------

#Space Bomber

$info=sbomberb,
$bio

Space Bomber (c) 1998 Psikyo.


- TIPS & TRICKS:


*Unlock Extra Maintenance*
If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. (Stage Select with choice of ships, BG Test)


*Keywords*
what are these for???
You earn them when you complete the game with different points:

DOG-1, CAT-2, BUTA-3, KAME-4, IKA-5, RABBIT-6, FROG-7, TAKO-8


- STAFF:


Shin nakamura, Kunio asahara, Akihiko nasu, Kouji hamada, Hiroyuki ootani, Hajime itou, Noriko tomishima, Kazuhiro toba, Shiori saito, Masaki izutani, Katsuya shikanouchi, Katsuhiro nishida, Masayuki nakata, Masashi kajikawa, Yasuhide maeda, Hiroshi yamada, Shinichi yusa, Genbun kobayashi


$end

#-----------------------------

#Space Chaser

$info=schaser,schasrcv,
$bio

Space Chaser (c) 10/1979 Taito.


$end

#-----------------------------

#Space Demon

$info=spacedem,
$bio

Space Demon (c) 1980 Nintendo.

Licensed to Fortek.

This game is also known as Space Firebird.


$end

#-----------------------------

#Space Duel

$info=spacduel,
$bio

Space Duel (c) 1980 Atari.


- TRIVIA:


When Asteroids Deluxe tanked, this game was taken off the shelf and released to moderate success.


- TIPS & TRICKS:


When in non-linked mode, it is possible to get a full shield during the bonus round.
The way is to run the shield down to nothing (speaker makes no shield sound), then bounce off white walls for > 5 times with the shield button down.
Suddenly the shield will be at full strength again.
Anyone who has played in this non-linked mode knows the edge that a full shield gives.


In 2 player mode, you can shoot your partner and it will regenerate their shield.
This comes in very handy!


- SERIES:


1. Asteroids

2. Asteroids Deluxe

3. Space Duel

4. Blasteroids


- STAFF:


Designed and partially programmed by Rick Mahler.

Project resumed, changes made and game finished by Owen Rubin.


$end

#-----------------------------

#Space Dungeon

$info=sdungeon,
$bio

Space Dungeon (c) 1981 Taito.


- TIPS & TRICKS:


When you reach 990,000, every time you shoot an enemy you get a free man.
Be careful, your free men get knocked to 0 after 255.


If you pass level 99, you get to level 0 and it says "You're a hero on level zero."


A boring score-grabbing cheat: Lock yourself in a room by closing all the doors.
The thief will appear. (To close a door, go through it then back immediately - it may take more than once)
Warning: this is a sure, but very slow, way to build points.


- STAFF:


Designed and Programmed by Rex Battenberg.


$end

#-----------------------------

#Space Echo

$info=spacecho,
$bio

Space Echo

This game is a bootleg of Speak & Rescue.


$end

#-----------------------------

#Space Encounters

$info=spcenctr,
$bio

Space Encounters (c) 10/1980 Bally Midway.


- STAFF:


Designed and programmed by Dave Needle.


$end

#-----------------------------

#Space Fever

$info=spacefev,sfeverbw,
$bio

Space Fever (c) 1980 Nintendo.


$end

#-----------------------------

#Space Firebird

$info=spacefb,spacefbg,spacefbb,
$bio

Space Firebird (c) 10/1980 Nintendo.

Also licensed to Gremlin.

This game is known under Fortrek license as Space Demon

A bootleg of this game is known as Space Bird.


$end

#-----------------------------

#Space Force

$info=spcforce,spcforc2,
$bio

Space Force (c) 1980 Venture Line.


$end

#-----------------------------

#Space Fortress

$info=spacefrt,
$bio

Space Fortress (c) 1981 Century Electronics.


$end

#-----------------------------

#Space Fury

$info=spacfury,spacfura,
$bio

Space Fury (c) 08/1981 Sega.


- TRIVIA:


Space Fury was the first colour vector graphic games.


$end

#-----------------------------

#Space Gun

$info=spacegun,
$bio

Space Gun (c) 10/1990 Taito.


$end

#-----------------------------

#Space Harrier

$info=sharrier,
$bio

Space Harrier (c) 12/1985 Sega.


- TRIVIA:


The pioneer 3D shooting game realized by a high speed 3D processing.
The first full-color CG graphics in Japan, and a beautiful BGM supported by a FM sound system that gave a great impact to the arcade scene in 1985.


- STAFF:


Designed by Yu Suzuki.


$end

#-----------------------------

#Space Intruder

$info=spaceint,
$bio

Space Intruder (c) 1980 Shoei.


$end

#-----------------------------

#Space Invaders '95 - The Attack of Lunar Loonies

$info=spcinv95,spcnv95u,
$bio

Space Invaders '95 - The Attack of Lunar Loonies (c) 06/1995 Taito.

This game is known in Japan as Akkanvader.


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Super Space Invaders '91

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


$end

#-----------------------------

#Space Invaders

$info=invaders,sitv,sicv,sisv,invderl,sisv2,spacealt,invaderl,
$bio

Space Invaders (c) 07/1978 Taito.

Licensed by Midway for US production.

Some bootlegs of this game are known as Super Invaders, Super Earth Invasion, and Alien Invasion Part II, Space War Part 3.

Some clones of this games were manufactured by other manufacturers, they are known as Cosmic Monsters, Space Attack, Space Attack II, Jatre Specter, Space War, and Space King.


- STAFF:


Original Space Invaders designed and programmed by Toshihiro Nishikado.


- TRIVIA:


The game that started the whole damn craze!!

Space Invaders caused a yen shortage in Japan.

Many regular produce and goods stores in Japan removed their products and converted into SI parlors overnight, complete with giant speakers broadcasting the "thump-thump-thump" of the marching invaders.
A classic in every sense of the word.

Space Invaders was the first arcade game to work it's way out of seedy arcades and into pizza parlors and ice cream shops.

The Space Invaders phenomenon stuns conservative adults who are certain the games sour the minds of their youngsters.
Residents of Mesquite, Texas push the issue all the way to the Supreme Court in their efforts to ban the illicit machines from their Bible-belt community.


- TIPS & TRICKS:


*Space Invaders has a hidden message*
To see it, wait until the demo starts and then press at the same time the keys:
left, right, fire, 1player start and 2player start.
Press them repeatedly as fast as you can.
After a few seconds a message appears under the high score.
This trick works in the original Space Invaders machine and Space Invaders Deluxe.


To achieve higher scores, count the number of shots fired from your base.
Begin counting shots as soon as each level begins.
Fire 22 shots and then wait for the UFO to cross the screen.
Use shot number 23 to hit the UFO and you will receive 300 points. After hitting the UFO, start counting your shots again.
This time, count to 14 and use the 15th shot to hit the UFO.
Once again you will receive 300 points.
Repeat counting using the 14 shot method until the screen is cleared of enemies.
When the next level starts, repeat the procedure using 22 shots, 14 shots, 14 shots, etc.

Make sure you count every shot, regardless of what it hits.
If your base happens to be destroyed, continue counting where you left off.


The UFO will not come out if there are less than 8 space invaders left.


The lone invader on the right side leaves a "window" so that the player can safely hunt 300-point ships as described above.
As each invader on the right side descends to the bottommost row, the player can duck under the stack and knock off that row with relative impunity.
The hardest part is hitting the leftmost invader as it races by at the end!


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Majestic Twelve - The Space Invaders Part IV

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


$end

#-----------------------------

#Space Invaders Deluxe

$info=invaddlx,
$bio

Space Invaders Deluxe (c) 11/1979 Midway.

This game is also known as Space Invaders Part II. (Taito)

This game was also manufactured by Nichibutsu as Moon Base.


- UPDATES:


Difference beetween the Taito version. (SI part II)
Changes in gameplay include invaders that march forward, invaders that split to form two when shot, another bonus ship that flies by above the invaders, intermissions between racks, and the famous "rainbow bonus."


- TIPS & TRICKS:


Here's a tip for Space Invaders Deluxe:
On any wave, make sure that the last alien you kill is in the bottom two rows, and you'll get a special "fireworks" display and a 500-point bonus.
If the bottom leftmost invader is the last killed, the bonus increases to 1,000 points!


Tip for Space Invaders Deluxe and Space Invaders Part II:
The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less.
Of course, this is very difficult to do.
However, you can take advantage of the famous 8-bit rollover by firing OVER 255 shots, thereby rolling over the shot counter!
Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over..


In Space Invaders Deluxe, on any wave, make sure that the last alien you kill is in the bottom two rows, and you'll get this nifty "fireworks" effect, plus a 500-point bonus.

If the bottom leftmost invader is the last killed, the bonus increases to 1,000 points!


Space Invaders Part II (and Space Invaders Deluxe) has a hidden message.
To see it, wait until the demo starts and then press at the same time the keys left, right, fire, 1player start and 2player start.
Press them repeatedly as fast as you can.
After a few seconds a message appears under the high score.


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Majestic Twelve - The Space Invaders Part IV

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


- STAFF:


Designed and programmed by Toshihiro Nishikado.


$end

#-----------------------------

#Space Invaders DX

$info=spacedx,spacedxj,spacedxo,
$bio

Space Invaders DX (c) 1994 Taito.


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Super Space Invaders '91

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


$end

#-----------------------------

#Space Invaders DX (F3 Version)

$info=spcinvdj,
$bio

Space Invaders DX (c) 09/1994 Taito.


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Super Space Invaders '91

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


$end

#-----------------------------

#Space Invaders Galactica

$info=galap1,
$bio

Space Invaders Galactica

This game is a hack of Galaxian.


$end

#-----------------------------

#Space Invaders II

$info=invad2ct,
$bio

Space Invaders II (c) 03/1980 Midway.


- STAFF:


Designed and programmed by Toshihiro Nishikado.


$end

#-----------------------------

#Space Invaders Part II

$info=invadpt2,
$bio

Space Invaders Part II (c) 09/1979 Taito.

Also licensed to Midway under the name of Space Invaders Deluxe.

This game was also manufactured by Nichibutsu as Moon Base.


- STAFF:


Designed and programmed by Toshihiro Nishikado.


- UPDATES:


Midway licensed a different version for US consumption (SI Deluxe).
Changes in gameplay include invaders that march forward, invaders that split to form two when shot, another bonus ship that flies by above the invaders, intermissions between racks, and the famous "rainbow bonus."


- TIPS & TRICKS:


Here's a tip for Space Invaders Deluxe:
On any wave, make sure that the last alien you kill is in the bottom two rows, and you'll get a special "fireworks" display and a 500-point bonus.
If the bottom leftmost invader is the last killed, the bonus increases to 1,000 points!


Tip for Space Invaders Deluxe and Space Invaders Part II:
The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less.
Of course, this is very difficult to do.
However, you can take advantage of the famous 8-bit rollover by firing OVER 255 shots, thereby rolling over the shot counter!
Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over..


In Space Invaders Deluxe, on any wave, make sure that the last alien you kill is in the bottom two rows, and you'll get this nifty "fireworks" effect, plus a 500-point bonus.

If the bottom leftmost invader is the last killed, the bonus increases to 1,000 points!


Space Invaders Part II (and Space Invaders Deluxe) has a hidden message.
To see it, wait until the demo starts and then press at the same time the keys left, right, fire, 1player start and 2player start.
Press them repeatedly as fast as you can.
After a few seconds a message appears under the high score.


- SERIES:


1. Space Invaders

2. Space Invaders Part II

3. Return of the Invaders

4. Majestic Twelve - The Space Invaders Part IV

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


$end

#-----------------------------

#Space Invasion

$info=spaceinv,
$bio

Space Invasion (c) 1985.

This game is a bootleg of Commando.


$end

#-----------------------------

#Space King

$info=spceking,
$bio

Space King (c) 1978 Leijac.


- UPDATES:


Only the graphics have more detail and the labels at the top of the screen for player one, player two and the high score are written using Japanese katana.


$end

#-----------------------------

#Space King-2

$info=spcking2,
$bio

Space King-2 (c) 1979 Konami.


$end

#-----------------------------

#Space Laser

$info=spclaser,
$bio

Space Laser (c) 11/1980 Game Plan.

This game is known under Leijac license as Space War.


$end

#-----------------------------

#Space Odyssey

$info=spaceod,
$bio

Space Odyssey (c) 04/1981 Sega.


$end

#-----------------------------

#Space Panic

$info=panic,panica,panicger,
$bio

Space Panic (c) 11/1980 Universal.


- TRIVIA:


Space Panic was the first platform game.


$end

#-----------------------------

#Space Phantoms

$info=spaceph,
$bio

Space Phantoms (c) 1979 Zilec Games.

This game is a copy of Ozma Wars.


- UPDATES:


This game is the same as Ozma Wars with new graphics so that the theme is not space but supernatural.


$end

#-----------------------------

#Space Pilot

$info=spaceplt,
$bio

Space Pilot

This game is a bootleg of Time Pilot.


$end

#-----------------------------

#Space Seeker

$info=spaceskr,
$bio

Space Seeker (c) 10/1981 Taito.


$end

#-----------------------------

#Space Stranger

$info=sstrangr,
$bio

Space Stranger (c) 01/1979 Yachiyo Electronics.


- SERIES:


1. Space Stranger

2. Space Stranger 2


$end

#-----------------------------

#Space Stranger 2

$info=sstrngr2,
$bio

Space Stranger 2 (c) 1979 Yachiyo Electronics.


- SERIES:


1. Space Stranger

2. Space Stranger 2


$end

#-----------------------------

#Space Tactics

$info=stactics,
$bio

Space Tactics (c) 10/1980 Sega.


$end

#-----------------------------

#Space Trek

$info=spacetrk,sptrekct,
$bio

Space Trek (c) 1980 Sega.


$end

#-----------------------------

#Space War

$info=spcewarl,
$bio

Space War (c) 11/1979 Leijac.

This game is also known as Space Laser.


$end

#-----------------------------

#Space War (Sanritsu)

$info=spcewars,
$bio

Space War (c) 12/1979 Sanritsu.

This game is a copy of Space Invaders.


$end

#-----------------------------

#Space War Part Three

$info=spacewr3,
$bio

Space War Part Three (c) 12/1979

This game is a bootleg of Space Invaders.


$end

#-----------------------------

#Space Wars

$info=spacewar,
$bio

Space Wars (c) 10/1977 Cinematronics.


- TRIVIA:


Space Wars was the first vector game.

Many buttons, a gigantic cabinet.

The game was originally brought to Midway, but Rosenthal balked at their ridiculous royalty offer.
He sold the game and hardware to Cinematronics, and signed a contract for 50% of the royalties; unheard of in those days.
Rosenthal later left Cinematronics, taking all technical documents with him, and leaving poor Tim Skelly to scrounge for information.
Luckily, he found a tech who had helped Rosenthal when he was pressed for time and obtained the opcodes and technical info needed.
Cinematronics sued Rosenthal, but they settled, with Larry's company, Vectorbeam, being bought by Cinematronics.
Looks like ol' Larry made out like a bandit!!


- STAFF:


Original design (Spacewar!) by Steve Russell on a PDP-1 mainframe in 1962.

Hardware design and game program for Cinematronics by Larry Rosenthal. (Founder of Cinematronics)


$end

#-----------------------------

#Space Zap

$info=spacezap,
$bio

Space Zap (c) 11/1980 Midway.


$end

#-----------------------------

#Spartan X

$info=spartanx,
$bio

Spartan X (c) 1984 Irem.

This game is known outside Japan as Kung-Fu Master.


- TIPS & TRICKS:


Time your punches properly.
They give you double score compared with the kicks, but they're much more risky, as you can fall short with your punch and get grabbed.


If you feel like you don't want to fight, when a knife thrower appears behind you, evade his first knives, clean the screen and start to advance non-stop, cleaning the henchmen in your way.
There won't be any new henchmen appearing from your back, and it's a lot quicker and easier.
Perhaps it's a bit tricky to avoid the knives at your back while you are cleaning your path ahead, but you are a kung fu master, aren't you?


Defeating the Bosses:

*FIRST BOSS*
Easy.
Wait to his first pole swing from a safe distance and then quickly get close (stuck) to him.
From now on, his attacks won't hit you.
Walk forward (making him walk back) until you reach the staircases and then start punching him in the belly.

*SECOND BOSS*
First, clean your back of henchmen.
Then, wait for the boomerang dude to throw his first boomerang , avoid it and this is the time!
You have to hit him like hell while he's waiting to recover his boomerang.
Punches hurt double.
If you're quick enough punching, he won't recover his first boomerang.

*THIRD BOSS*
My favorite one.
Just make a jumping moving kick, hit him in the chest, and as soon you touch the floor (falling down from the jumping kick) start punching fast as hell!
With any luck he won't touch you anyway.
Be sure to have spare energy to perform this movement just in case he has time to give you a kick (1/4 of the bar would be enough).

*FOURTH BOSS*
Watch out, this one is tricky.
First, take him to the limits where he can walk (He suddenly stops as he can't get closer to you).
Then come closer to him and duck, avoiding his projectiles.
Then, a copy of him will appear at your back.
Stand up and start walking (avoiding projectiles again) just as you did with the first boss.
As soon as you arrive at the stairs, duck and start punching.
He will appear and disappear, but JUST in front of you.
Six punches and he's history.

*FIFTH BOSS*
Mainly keep him defending himself with high kicks (tapping very fast!) and then suddenly change to low kicks.
I usually start with a jumping moving kick in the chest (just like the third boss) and then start the high/low kicks patterns.
I've played so much that I can add some low punches to the mix, but if you want to survive, stick to the pattern.


$end

#-----------------------------

#Spatter

$info=spatter,
$bio

Spatter (c) 1984 Sega.


$end

#-----------------------------

#Speak & Rescue

$info=speakres,
$bio

Speak & Rescue (c) 05/1980 Sun Electronics.

This game is known under Taito license as Stratovox.

A bootleg of this game is known as Space Echo.


$end

#-----------------------------

#Special Criminal Investigation

$info=sci,scia,sciu,
$bio

Special Criminal Investigation (c) 1989 Taito.


- SERIES:


1. Chase H.Q.

2. Special Criminal Investigation

3. Super Chase - Criminal Termination


- STAFF:


Project Leader: George Jyuttute

Game Design: Hiroyuki Sakou, Fumio Horiuchi, Eiji Nishikawa

Software: George K-5, yuichi Kikuchi, David Uematsu, Kazunori Sako

Character Design: Oolong Yamada, Gyoza Ohmae, Kawamoyan, Gishikun, Kazumasa Fuseya, Gomachan, Neko Minako, Kouzou Igarashi, Takatsuna Senba, Tetsuya Shinoda, Takayuki Ogawa

Sound Creator: Team Zuntata

Hardware: Masahiro Yamaguchi, Yuzuru Yoshimura

Mechanical Design: Itsuji Yamada, Kazuaki Sasaki, Takaaki Deguchi

Design: Atsushi Iwaoka


$end

#-----------------------------

#Spectar

$info=spectar,spectar1,
$bio

Spectar (c) 11/1980 Exidy.


- SERIES:


1. Targ

2. Spectar


- STAFF:


Designed and programmed by Manuel Campos.


$end

#-----------------------------

#Speed Ball

$info=speedbal,
$bio

Speed Ball (c) 1987 Tecfri.


$end

#-----------------------------

#Speed Coin

$info=spdcoin,
$bio

Speed Coin (c) 1984 Stern.


- STAFF:


Game concept by Thomas Baron.

Programmed by Keith Enge.


$end

#-----------------------------

#Speed Freak

$info=speedfrk,
$bio

Speed Freak (c) 03/1979 Vectorbeam.


- TRIVIA:


Speed Freak was Larry's first game for Vectorbeam.


- STAFF:


Designed and programmed by Larry Rosenthal. (founder of Cinematronics)


$end

#-----------------------------

#Speed Rumbler, The

$info=srumbler,srumblr2,
$bio

The Speed Rumbler (c) 09/1986 Capcom.

This game is known in Japan as Rush & Crash.


- STAFF:


Programmer: Yukio Arai and  Kyoko Tomita

Character Design: Chieko Ryugo, Kimio, Couichi Yotsui

Music: Tamayo Kawamoto and Harumi Ihara

Hardware: Shinji Kuchino and Katuhiko Kamimori


$end

#-----------------------------

#Spelunker

$info=spelunkr,spelnkrj,
$bio

Spelunker (c) 02/1986 Broderbund.

Licensed to Irem.


- SERIES:


1. Spelunker

2. Spelunker II


- STAFF:


Designed and programmed by Tim Martin.


$end

#-----------------------------

#Spelunker II

$info=spelunk2,
$bio

Spelunker II (c) 10/1986 Broderbund.

Licensed to Irem.


- SERIES:

1. Spelunker

2. Spelunker II


- STAFF:


Designed and programmed by Tim Martin.


$end

#-----------------------------

#Spiders

$info=spiders,spiders2,
$bio

Spiders (c) 07/1981 Sigma Ent.


$end

#-----------------------------

#Spiker

$info=spiker,
$bio

Spiker (c) 06/1986 Bally / Sente.


- STAFF:


Game and software design: S.D.Madiano

Screen graphics: Gary Johnson

Audio: Gary Levenberg, Jesse Osbone

Technical support: Ed Rotberg, Paul Brandt


$end

#-----------------------------

#Spinal Breakers

$info=spinlbrk,spinlbru,spinlbrj,
$bio

Spinal Breakers (c) 1990 V-System.

Licensed to American Sammy for US manufacture and distribution.


- STAFF:


Producer: Akiro Nonami

4000D0 members: Hiroya Tsubakimoto, Yasutoshi Ishida, Taizou Kojima, Yasukuni Suba

Programmer: Aiz!

Graphic design: Hyoue Ogawa, FM CCCP, Mari F, Shoko Ishimoto, Funara "Saru-u", W. Kobushi

Composer: Naoki Itamura

Sound effect: Kenji Okuda, Sleeping Arikawa

Adviser: Tadatsugu Honda


$end

#-----------------------------

#Spinmaster

$info=spinmast,
$bio

Spinmaster (c) 12/1993 Data East.

This game is known in Japan as Miracle Adventure.


- STAFF:


Planner: Mitsutoshi, Atsushi

Graphics: K. Enomoto, Kaneko, S. Moizumi, Forevermylove, Y. Tsukamura, H. Narisawa, Kaori

Sound: Oww Furukawa, Tom, Seilah

Soft: K. Minegishi, Osapan, C. Enomoto, Mya


$end

#-----------------------------

#Splash!

$info=splash,
$bio

Splash! (c) 1992 Gaelco.


- TRIVIA:


This game was developed by a freelance group called OMK from Barcelona.

OMK itself were three members: a programmer and two graphic artists.
The music and sound was always made at Gaelco.
Nowadays, OMK has disappeared, but one of the graphic artists is still working at Gaelco.
Splash! was a big success.
Other games from the same group are:
Glass (which was planned as a Splash! sequel), Salter and Snow Board.


$end

#-----------------------------

#Splat!

$info=splat,
$bio

Splat! (c) 1982 Williams.


- TRIVIA:


Inspired by the food fight scene of Animal House.
John came up with the idea of removable heads to extend the life of the characters, plus thought it was a unique twist to the game.


- STAFF:


Designed and programmed by John Newcommer (Joust) and Sam Dicker.


$end

#-----------------------------

#Splatter House

$info=splatter,
$bio

Splatter House (c) 11/1988 Namco.


- TIPS & TRICKS:


Splatterhouse is an awesome game.
Yet it is also a game of routine.
It never changes.
To complete Splatterhouse you need to know everything that is going on and everything that is about to happen.
This is one of the few scrolling games that you will not finish in half an hour, or even half a week. (well, maybe with this FAQ in hand)

Your first free man is granted at 35,000 points when the most generous option is selected.
This is a LOT of points.
The second man at 70,000 points is a far off fantasy.
I have gotten the second man twice in my life.
Play the game for a while and check out your end scores.
Getting 25,000 is a fairly decent game.

Take all the points you can generally, unless you are near an exit.
Unassisted, it took me about 80 hours to reach the end, and that was more or less over 20 straight days.
If you really like the difficulty of getting through Splatterhouse, I especially recommend Karnov, which I have spent over 100 hours playing and can only get through about 10 stages.


*Special Attacks*

During the early stages, you should get a feel for all the attacks that you have.
One special attack is jumping to the left and before landing, move the joystick left and kicking just before landing.
Of course, this works to the right side as well.

The other special move requires you to be moving either right or left before execution.
Then you pull down and right and then kick, or pull down and left and then kick depending on which direction you were originally moving.
This performs a classic sliding low kick that takes you about 1/4th of the way across the screen.
The only defense against this is if the enemy is in the process of jumping on top of you or is using an attack that can hit low.
In other scrolling platform games, this move is often used to get through a tight squeeze, or to enter a tunnel with a small opening.
With Splatterhouse, at no time do you have to use this to get into a small opening.
This works at the end of Stage 2 against Leatherface, if you don't get the double shotguns (see below).
Actually, it doesn't work very well at all against Leatherface, but it is better than punching and kicking.


*Stage 1*

Stage 1 is fairly basic.
No, there is not a way to keep you weapon when you climb up the ladder, so quit trying.

- Stage 1 End Boss (Blood Leeches)

I figured out two ways to complete this room.
Here is the best way.
Move all the to the left or the right.
Pull down on the joystick and just continually kick toward the middle.
If a leech is crawling for you, it is OK to time that kick, but unless they are within 3", don't worry about them.
If a leech is emerging close to you, go ahead and kill it before it jumps.
You will get hit by leeches emerging behind your character.
I lose 0 men about 40% of the time, 1 man about 40% of the time, 2 - 10%, 3 - 10%. My first strategy was to crouch in the middle and kick left and right, and by habit I still do that a lot, which is costly in men.


*Stage 2*

During stage 2, try VERY hard to not get sucked or knocked down a hole.
That often means throwing a spear before you see a target in sight (you will need to throw a spear to the right side of the screen before a hopping bug even appears).
You need to nail a hopping bug just as he appears on the screen, if you throw when he is already on the screen, he will jump before your spear can reach him, and you are stuck between two holes with jumping enemies coming from both sides.
Regarding the spinning blades, when the blade on the floor hits about 10:30~11:00 walk onto the part just left of the center.
When the blade passes 5:00, jump to the other side, and walk just an inch or two out of the way.
Start inching forward 2" at a time.
There is a bat that flies out real quickly right before the next blade.
Only by going slowly will you have the time and space to kill it.
Jump the next two blades ONE AT A TIME and walk through the door.

- Stage 2, part 2 (The Hall of Mirrors)

Here you will have to battle your reflection three times to get to the end, and that means entering the hall with ideally 3 whole men or so.
Killing your reflection is difficult.
Getting yourself killed is not.
Your reflection has been practicing all the special moves, have you?
Use the beginning part of this stage to practice, this is the best spot for it.
When I come up to a mirror where my reflection will break through, I walk straight past it, turn and prepare to kick the reflection as it is walking out.
Next work some flying kicks on him, and maybe finish him with a repeatedly kicking toward him, he often runs into these.
If he slides, jump over him.
If he is getting fancy on your ass, jump away and give him time to cool down, and for you to take a breather and figure out what you are going to do.
Your reflection does not have to slow down for normal human eye/hand coordination, he is much faster than you are, and every move he makes is perfect.
Start with a free kick, do some jumping kicks, and maybe a standing kick or two.
It takes four hits to kill your reflection.
You have to battle three reflections to pass the Hall of Mirrors.

- Stage 2 End Boss (Haunted Dining room)

When things start dropping, remain right under the left edge of the chandelier, underneath some mugs.
When the mugs flash white, they are about to drop, so move to the left to the middle of the cupboard while they fall.
Basically everything in the room will attack you, the chair first.
Move to the right so you are about 1/3 of the way across the screen from the left side.
After some practice, all the items will be no problem.
The chair will come bouncing after you.
They are fairly predictable, just position yourself to punch the chair when it lands.
Don't let it land to close, or it will jump again, and hit your face.
Chair takes about 4 or 5 hits.
I think one blade comes at you next.
These are real easy to kill.
If a blade comes within you knees up to the top of your head, just punch it.
If it comes over your head, move forward and it will sail right over you.
If it is going to hit you under your knees, move back.
Four punches take out a knife.
Then two knives start flying toward from two different sides of the room! Oh no! just move underneath one of them, and basically stand there and punch down knives.
Since one knife will pass over your head at first, then both knives will basically be coming at you from the opposite side of the room, no getting caught in a cross fire.
Here is the toughie.
Immediately move to the left side of the room and face toward the center.
The picture is the last and hardest item.
It bounces like a billiard ball off the sides of the room.
It will move counter clockwise, so you want to be on the left side of the room, or else you won't have time to position yourself.
As it comes around the first time, it should bounce right above your head (if it doesn't, next time crouch) and you should punch it from behind right after it bounces off the wall (this might require you to step forward a bit, that is OK).
From here on out, you want to slowly move to about 1"-2" to the left of the center of the chandelier, always facing toward the center (faced to the right).
Punch and duck as necessary.
If you don't move to the right, you will get clocked against the wall.
The last two punches you deliver come one-two (the picture gains speed with every punch), and the picture "dies".
Immediately move back to the left wall, as the chandelier will fall.
That's all!
This took me about 15 hours to complete, until I reminded myself that the game always plays the same, and that I just needed to create and memorize a particular pattern.


*Stage 3*

This is completely outdoors, running away from the house.

In order to defeat the end boss, Leatherface, you need to pick up the first shotgun and carry it all the way to the end of the stage without firing it.
Once you get to Stage 3 the first time, I wouldn't bother with this, go ahead and blast zombies and mad dogs all you want.
Try to defeat Leatherface on your own, that's good for a couple of laughs.
When you have had your fill of Stage 3 fun and you are ready to properly defeat Leatherface, here is what you need to do.

Beginning the "Double Shotguns" Manuver Here you will need to practice killing all the enemies with a kick, you cannot waste any shotgun shells until the end of the stage.
Without "Double Shotguns", Leatherface will kill you and all your remaining men in about 15 seconds (I have only defeated Leatherface only once without the double shotguns, and that was with using the slide attack a lot).
What you need to do is not fire a single shell from either shotgun until you reach Leatherface.
So at the start of Stage 3, you need to pick up the first shotgun and kick all the ghouls and the dogs to death; yes, you have to wait on the mad dogs to finish eating the brains of dead ghouls.
Next make your way across the bridge without shooting your gun.
When you see the little bracelet thing drop the gun and pick it up.
Go forward an inch or two (don't let the gun get more than like 50% off screen) and throw it at a hanging ghoul.
Then go back and get you gun again.
You can only put down a weapon if it is either out of shells, or when there is another weapon right where you are standing.
However, the variance for lining up with the second weapon is about an inch, so when you want to swap weapons, normally you position yourself an inch to the right of weapon on the ground, and then pull down to make the swap.
Duck whenever birds fly by; you can ignore the high flying birds.
The second time you duck, you should basically be behind a tree.
There is a hidden bracelet on the ground right there.
You need to pick this up and hit the hanging ghoul over the stream.
Go back and get your gun, and then jump the stream.
It is semi-easy to miss this jump if you aren't paying attention, so just make sure you are at the edge before you jump and you won't have any problems.
If you don't throw the bracelet and kill the ghoul, there is a good chance the hanging ghoul will throw up on you and kill you.
However, right after killing this hanging ghoul, you have yet another hanging ghoul to deal with and this time without a bracelet.
The best strategy is to not stop.
Walk up to the stream, immediately jump, walk straight up to the last hanging ghoul and kick him twice before he (she? :) has a chance to vomit.
There are a couple of dopey enemies you need to kick and then you reach the second shotgun.
What you need to do here is again move to about the right end of the second shotgun.
Pull down.
You will drop your shotgun and pick up the other.
Then, move to the right end of the shotgun you just put down, and exchange them again. Drop and pick up for about 6"-8".
When you see the barn and Leatherface and the scrolling stops, make a final exchange and make sure that the shotgun on the ground won't disappear if you happen to move forward a inch or two.

- Stage 3 End Boss (Fighting Leatherface)

The Leatherface showdown is with you on the left, Leatherface on a fence in the middle, and an open barn door on the right.
While you can try to do two sliding attacks to get by Leatherface and make a break for the barn door, you cannot pass until Leatherface is defeated, so getting whopped a couple times to get on the other side of Leatherface isn't worth it.

Even with two full shotguns, defeating Leatherface is still not an easy task.
When you arrive, Leatherface is sitting on a fence.
Don't fire!
Only fire when he is on the ground, or else you will not hit him.
I recall your chances of hitting Leatherface are much better when you can jump up, and fire at the highest level and hit him in the face if he is standing on the ground or hitting him in mid-jump.
Leatherface spends more time jumping in the air than he does on the ground, so jumping and shooting give you more oppoutunities to shoot him than if you only shoot standing up.
OnceLeatherface is hit with a bullet, he always jumps back.
It is very easy to shoot off two bullets rapidly, but if the first one hits Leatherface, he will jump back and the second bullet will be wasted.
You have to time your bullets.
Next, make sure that you peg him right before you switch guns.
Maybe even try to switch guns with one bullet left in the gun you are carrying.
That way, if you miss, you have another bullet to shoot to get him to jump back.
If you miss with two bullets in a row, the chance of you living three more seconds is very slim.
Leatherface will take his chainsaws right down your back like a knife through butter if he is close enough and you have to turn around to get the other gun.
It is good to have the other gun ready right below your feet so that you don't have to turn left, pick up the other gun, and then turn right, I have wasted many a game getting killed even when I came to Leatherface with two fully loaded shotguns because of having to make this [go left/exchange guns/go right] maneuver for the other gun.
On the other hand, if I take my sweet time to line up the two guns correctly to begin with, I can also get killed very easily before having even shot one shell.
Just for kicks, try defeating Leatherface using only the last shotgun and then kicking, slide kicking and punching.
If this is to ever work, you have to work the sliding kick technique cold, as this can get you to slip underneath his chainsaws, kick him, and then slide behind him, otherwise he just turns around and butchers you for lunch.
It took me 25 hours to figure out the whole "Double Shotguns" manuver to kill Leatherface, this was the hardest part of the entire game for me, and I suspect that goes for all the other Splatterhouse players.


*Stage 4*

Back in the house, this is a lot of fun.
It begins with knocking apart 5-7 chairs.
Consider yourself an idiot if you can't get through the library without getting hit.
You will need all of your hearts and men for later on.
During hallways where there are jumping bloody hands, you have to jump from one diagonal piece of concrete to another.
In timing your jumps (you can't just jump-jump-jump, i.e. jumping as soon as you land - the hands are timed to get you) you will have two options before you fall into the lava.
Either to backtrack up a diagonal piece and jump after an inch of backpedaling, or to wait until you are at the end of the diagonal, and jump just before you are about to fall in.
The problem with the first technique is that you have to turn to the left, climb back up, and then turn to the right, and jump properly.
This is quite a bit of things going on in a one second span.
I jump-jump-jump during the first part before the first brain creature, because you can.
After this plateau, you have to time your jumps.
The best thing to do is jump so that you will land near the top of a brick that is slanted down toward the lava, and then waiting until you slide down to almost the bottom before jumping again.
This will provide you with the proper timing.
On sloped bricks, do not bother with trying to punch or kick jumping hands - too difficult.
Normally, there are flat bricks right before a short plateau.
Always kick or punch two bloody hands whenever you are here.
When you jump up to a plateau, inch along.
Some brain creatures come after you, and if you are moving too fast you will run right into them.
At the end of this hallway, make sure you don't accidentally jump onto the ladder going down, there is a ladder going up just past it.

The things to remember are to try not to ever go down, like fall down a hole or knowingly climb down a ladder.
Bad mojo - try to go upwards whenever possible.
Falling down a hole can lead to Jack's Lair and having to fight Jack is a difficult battle to win.
Jack will start floating mostly out of range, and he can raise the dead.
After you kick some undead ass, Jack will blow his whistle and everyone who was just killed comes back to their prior undead status and another undead will join the group.
Try to get a shot or two in on Jack during this part, but mainly focus on not getting overwhelmed with the undead.
After a while, Jack will start floating from the right side to the left side and back.
At the edges of the screen, he floats down a little and this is you chance to attack.
This is where you need to develop a good routine.
If you hit Jack, he will choke on his whistle and not be able to re-animate the dead.
He will also jump to the other side of the screen.
Essentially, you need to concentrate on doing jumping kicks/punches on Jack as he flies from left to right and back again.
If you catch a rhythm, you can kick him the required 3 or 4 times and be done, but it is hard.
After you have defeated Jack, move to the right to find the exit.

Failing through or climbing down other holes can lead you to a sewer scene similar to the one in the earlier Stages.
As soon as you land, bend down to pick up your club.
Water gorillas will be coming hard and fast.
Always keep your stick and learn a pattern.
You will need to learn when not to be in the center of the screen - at one point two water gorillas appear at the same time to the left and right of the center of the screen.
If you are in the center, it is extremely difficult to bonk both of them without getting hit (and losing your club).
Lose your stick, lose your life.

Sooner or later you will reach the blood leeches which isn't too hard once you have a system.
I basically kill the leeches before the jump and stay on the left side (staying in the middle opens you up for flying attacks from the left and the right, staying to one side flying attacks from the opposite side won't hit you).
You sort of have to realize when you are about done with the hallway, and start making your way across the screen to the right before you see an exit.
Punch and kick as necessary.
Jumping leeches tend not to attack you to much when you are in the center close to the end of the hallway.

There is another Hall of Mirrors in Stage 4, now it looks like the backstage of a theatre.
There is a neat trick on this one.
The last two mirrors both hold reflections.
Never fight two reflections at once.
When you get to the second to last mirror, walk slightly past the middle, and then move back to the left.
I usually start with a jumping kick, the first Special Attack.
After you defeat this mirror image of yourself walk to the right.
When you get to the last mirror, walk right on past, and just before exiting, maybe jump through the exit.
You don't even have to fight!
Jumping avoids a possible hit if the reflection comes out and immediately performs a slide attack toward you.

In the hallway with the witches floating around dropping skulls on you, note you can always jump up and punch or kick them.
You don't have to just try to avoid the skulls.
I inch my way through this slowly, these keeps the number of enemies on the screen to only one or two at a time.
Don't get caught between the two holes, especially the two close holes at the end! Just jump-jump-exit.
Don't worry about anything chasing you when you are this close to the exit.
Just hurry and exit.

- Stage 4 End Boss (the Shrine of the Evil One)

You walk down the hallway toward an alter.
When you see the weapon you can pick up and immediatly try to pick it up, you will 80% of the time get hit while attempting the pick up.
So move up to the weapon and get ready to knock a goblin's head down or something.
Then get the weapon.
Don't dawdle, keep going to the right, fighting floating things as needed.
You will come to an upside down cross with about 6-7 heads floating around it.
Here is what you have to do: kill a couple of heads (like half of them) to open a space for you to hit the cross.
If you kill all the heads, the cross gets back another full circle of heads.
Basically, the only way to hit the cross is as it is bouncing from one side of the screen to the other, sort of like battling Jack.
Perform jumping kicks and attacks on the cross in the air.
This end boss is more or less the easiest boss ONCE you realize your target is the cross, not the heads.


*Stage 5* (Killing Your Girlfriend... Relationships Were Never Easy!)

Here you will find your girlfriend!!!
Or is it??
Your girlfriend will change into a large beast.
You will have to defeat this beast three times over.
The only way to do this is to follow three rules, and figure out the proper distance to be away from the beast. (Do you know what 667 means? The Neighbor of the Beast. That was just a joke I threw in).

First, never be within the beast's stabbing range.
Never.

Second, if the beast makes a little hop, move forward and punch/kick.

Third, if the beast makes a large jump, attack between his knees and his feet if you can maneuver yourself into a striking position while he is in mid-air.
If he is coming in too low or you are too far back, move so that you can strike just before or as soon as he lands.
If he is coming in too high or you are too close, quickly move to the other side of the screen at the proper distance.
The Beast will land, turn and stab. Be just out of this range.

Whenever you hit him, he will jump back.
If he makes a large jump, try to avoid moving backwards, as you will get cornered between the wall and the Beast's stabbing range.

I won't spoil the ending, but the fighting is over.


By the way, your character looks like Jason, from the movies, but he is not, be is a regular Joe looking for his girlfriend.


- STAFF:


Director: Mr. Yokoyama

Producer: Kazuu

Associate Producer: Haya Paya

Programmer: PSQGL

Art Director: M. Ishida

Special Visual Effects: T. Oda

Special Makeup designed and created by Daihadan13.

Original Music: K. Tajima, Y. Kawamoto

Title Designed: Mr. Usukura

Special Artist: Y. Komoriya

Data Processing: Mr. Natsui, Miss. Chiiko

Debug Chief: Sisyo Seto Kyososama


$end

#-----------------------------

#Splendor Blast

$info=splndrbt,
$bio

Splendor Blast (c) 1985 Alpha Denshi.


$end

#-----------------------------

#Sports Match

$info=sprtmtch,
$bio

Sports Match (c) 1989 Dynax.

Licensed to Fabtek. (04/1990)

This game is also known as Dragon Punch.


$end

#-----------------------------

#Springer

$info=springer,
$bio

Springer (c) 12/1982 Orca.


$end

#-----------------------------

#Sprint 1

$info=sprint1,
$bio

Sprint 1 (c) 01/1978 Atari.


$end

#-----------------------------

#Sprint 2

$info=sprint2,
$bio

Sprint 2 (c) 11/1976 Atari.


- TRIVIA:


Atari's first mass-produced microprocessor-based game.
Dennis Koble, Imagic's v.p. of software development, said "The first game I ever came out with, was Sprint 2".
Howie Delman, whose credits include Asteroids, says: "It's one of the great, great all-time games."


- STAFF:


Designed and programmed by Dennis Koble, and Lyle Rains.


$end

#-----------------------------

#Spy Hunter

$info=spyhunt,
$bio

Spy Hunter (c) 12/1983 Bally Midway.


- TRIVIA:


The car was based on one of the designer's own Nissan 280z.
The game was to have a helicopter stage but the designers ran out of resources.
They also wanted the James Bond theme to play, but settled for the Peter Gunn theme instead.


- TIPS & TRICKS:


Here's a great cheat for Spy Hunter that does several things at once.

You need to have a supply truck available, and a be at a bridge-out level.
When the detour appears, don't take it - instead, call up your truck.

Wait until the road has straightened out into the bridge and drive into the truck.
When the truck pulls over and lets you out, stay on the side of the road, and SLOWLY drive up until you reach the gap in the bridge.

Drive on until you car is about half-way over the edge, and wait until the Enforcer comes along.
He will try and get you, but he'll be unable to drive far enough to do so.
At this point, I would get a friend to mind the game, while I went for a break.
When I returned, I just drove across the bridge, flying mysteriously across the bridge out, until I reached the other side.

You will notice several differences to the game after this happens.
The Enforcer no longer appears, the game gets no harder, and Dr. Torpedo no longer appears on water sections!


If you are lucky enough to play the arcade version of Spy Hunter, you can break (yes, physically) the accelerator pedal by pulling it out toward you.
This really can work to your advantage because it allows you to press your pedal down further than normal.
This has the effect of allowing the car to drive at a substantially faster rate.
I do not know if this works on the sit-down version of the game.
You will be able to outrun anything in the game.
Just remember to watch out for any cars or objects in front of you.
Just remember to return the pedal back to normal before you leave.


- SERIES:


1. Spy Hunter

2. Spy Hunter II


- STAFF:


Designed and programmed by Bill Adams, George Gomez and Tom Leon.

Music by Henry Mancini.


$end

#-----------------------------

#Spy Hunter II

$info=spyhunt2,spyhnt2a,
$bio

Spy Hunter II (c) 03/1987 Bally Midway.


- SERIES:


1. Spy Hunter

2. Spy Hunter II


$end

#-----------------------------

#Stack Columns

$info=stkclmns,
$bio

Stack Columns (c) 1994 Sega.


$end

#-----------------------------

#Stadium Hero

$info=stadhero,
$bio

Stadium Hero (c) 07/1988 Data East.


$end

#-----------------------------

#Stagger I

$info=stagger1,
$bio

Stagger I (c) 1998 Afega.

This game is known outside Japan as Red Hawk.


- STAFF:


Hardware designer: Namjun Cho

Sound: Junghae Seo

Background graphic: Hyonmi Kim

Graphic director: Bongwon Son

Program director: Haiisung Ryou


$end

#-----------------------------

#Stakes Winner

$info=stakwin,
$bio

Stakes Winner (c) 09/1995 Saurus.

This game is known in Japan as Stakes Winner - GI kinzen seihae no michi.


- TIPS & TRICKS:


*Breeder's Cup Classic race*
Win first place in Race 5 or Race 9 to race in the Breeder's Cup Classic at Churchill Downs.

*Prix de l'Arc de Triumphe race*
Win first place in Race 12 to race in Prix de l'Arc de Triumphe in Paris.


- SERIES:


1. Stakes Winner

2. Stakes Winner 2


$end

#-----------------------------

#Stakes Winner 2

$info=stakwin2,
$bio

Stakes Winner 2 (c) 09/1996 Saurus.


- SERIES:


1. Stakes Winner

2. Stakes Winner 2


- STAFF:


Game Design: Hajime Yasuhara, Yas

Chief Programmer: Yas

Program: Yas, Takuya Kawamura

Technical Adviser: Masaaki Yuuki

Chief Designer: Ryoumi Momota

Graphics: Ryoumi Momota, Motohiro Toshiro, Yasunori Hayashi, Chigusa Yokoyama, Yoshinori, Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama

Animation: Ryoumi Momota, Motohiro Toshiro, Chigusa Yokoyama

Fonts: Ryoumi Momota

Cource Design: Hajime Yasuhara, Yasunori Hayashi

Title Design: Koutarou Noumura

Illustlation: Miso Suzuki

Music Compose: Hiroyuki Takei, Shuichi Kurosawa, Hiromu Sasaki, Tsuyoshi Sasaki

S.E. & Sound Program: Hideki Suzuki

Voice: Rintarou Hamano

Tuning: Hajime Yasuhara, Yas, Ryoumi Momota, Motohiro Toshiro, Takuya Kawamura, Yasunori, Hayashi, Chigusa Yokoyama, Yoshinori Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama

English Version: Bob Timbello

Sales Promoter: Osamu Nagano, Miwa Izumi, Tomoo Yoda

Producer: Takahiro Shima

Executive Producer: Nobuyuki Tanaka


$end

#-----------------------------

#Star Castle

$info=starcas,starcas1,starcase,starcasp,
$bio

Star Castle (c) 09/1980 Cinematronics.

A bootleg of this game is known as Stellar Castle.


- TRIVIA:


This was one of the first games to use an experimental artificial intelligence to harras the game player's ship.

The star constellation in the background was actually the outline of a centerfold from a 1980 issue of OUI magazine.
When management found out after shipping about 5000 units, they flipped out and almost stopped production.
They eventually came to their senses and nothing was changed.


- TIPS & TRICKS:


*SCORING*

a. Outer ring: 10 points per side destroyed.

b. Middle ring: 20 points per side destroyed.

c. Inner ring: 30 points per side destroyed.

d. Bonus plus extra ship for each cannon destroyed.


*DANGERS*

a. Small bombs from the castle walls destroy the player's ship on impact.

b. Center cannon shoots lethal fireballs.


*OBSERVATIONS*

a. The player's ship can shoot in bursts of three and travel behind the screen.
Whenever it strikes the outer boundaries of the castle, whether or not there are any walls there, it automatically rebounds in the opposite direction.

b. The three "energy-rings" of the castle are actually dodecagons.
The twelve sides of each ring must be hit twice to be destroyed; after the first time, they glow to show they have been hit.

Two of the rings turn quickly in different directions, and the third turns slowly.
Whenever the outer ring is completely destroyed, the middle and inner ones enlarge and move out, and a new one forms around the cannon.
Since the player's main goal is to destroy the cannon, he must shoot selectively.

c. The central cannon's barrel always follows the player's ship around the screen, slowly at first.
Whenever gaps in all three rings pass before the barrel at once, it takes advantage of the opportunity by releasing a fireball.
Because the barrel usually points to the player's ship, the ship is often in the path of the fireball.

When the cannon is hit, the player receives a bonus ship and credit for all the ring segments remaining in the castle.

d. Like the fireball, the bombs cannot pass behind the screen, as the player's ship and its missiles can.

There are never more than three bombs on the screen at once.
They pass from the inner ring to the middle to the outer and then into space, where they track the player's ship.
The ship can destroy them with missiles, but they bring no points.

e. As time passes, whether cannons are destroyed or not, everything speeds up.
The bombs become faster than the spaceship, the rings revolve more quickly, and the cannon no longer merely turns to face the ship when the player emerges from behind the screen; it blinks into position.


*STRATEGIES*

a. Get used to using the edges of the screen.
It will come in handy once you start using the patterns set forth below, and it's always a good habit in ASTEROIDS-type games.

b. After a certain point in the game, you must learn never to stay in one place for more than a second.

c. It's a shame that the game speeds up with time instead of with each cannon destroyed otherwise, you could play indefinitely simply by destroying the first castle's outer ring over and over.
As it is, though, you must take as little time as possible to destroy each castle, ensuring a steady supply of bonus ships.

d. Except for shifting the slow ring to the middle later in the game (see Strategy i.) try not to let a castle grow new rings, it wastes time.

e. Similarly, shoot an approaching bomb only if it is alone and you do not wont to move.
Otherwise, you are wasting your time, gaining no points, and taking the risk of missing.

f. When you have only the inner ring between you and the cannon and you are close enough, a triple burst will destroy it before it has a chance to retaliate.

g. When the game begins to speed up, try this simple pattern: go to the center of the left or right edge and face the edge of the screen.
Your shots will cross behind and hit the other side of the castle.

As soon as the bombs get too close for comfort, simply thrust about an inch forward and you will be on the other side of the screen, still firing at the castle.
As the bombs cross the screen towards you, turn around and repeat the procedure.

h. Once the game is at maximum speed, you will need a more sophisticated technique.
Here it is:

Spend all your time in two opposite corners.
You should dart back and forth behind the screen developing a turn-thrust-shoot rhythm and synchronizing it with the outer ring so that you are always shooting at the same spot.
Once you perfect this method, the cannon and bombs will never be fast enough to do more than almost destroy you.

i. For best effect, the corner pattern should be followed with the slow ring in the middle.
You can shift it to this position by quickly destroying the outer wall twice before beginning your attack in earnest.


- STAFF:


Designed by Tim Skelly.

Programmed by Scott Boden.


$end

#-----------------------------

#Star Cruiser

$info=starcrus,
$bio

Star Cruiser (c) 01/1977 Ramtek.


$end

#-----------------------------

#Star Fire

$info=starfire,starfira,
$bio

Star Fire (c) 12/1978 Exidy.


- TRIVIA:


Star Fire was the first cockpit game, but it was alo released as an upright.

This is the first arcade coin-operated video game to maintain a high score table by accepting and displaying the names of winning players.


- TIPS & TRICKS:


If you enter SKO it will put "HI SUSAN" on the screen for a second or two before showing the high-score table.
My part-time arcade help that did this was Susan K.Owen.
Was she ever surprised!
I asked Exidy and Susan was the programmers girlfriend.
As far as I know, they did get married.


- STAFF:


Programmed by David Rolfe.


$end

#-----------------------------

#Star Force

$info=starforc,starfore,
$bio

Star Force (c) 09/1984 Tehkan.

This game is known in US as Mega Force.


- TIPS & TRICKS:


You can determine which direction the end of level boss will move before it even appears by looking at your score.
If the hundreds digit is odd, the boss will move to the left.
If it is even, it'll move right (the tens and units digits are always zero).


At some points in the game you will see two columns of green arrows down the center of the screen.
Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row.
You will be awarded an 80,000 bonus for doing this.
The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing.
Later on there is a short column of only 16, so only one bonus is possible here.


On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot.
Cleopatra appears - shoot her and you'll get a million-point bonus.
The coelacanth may only appear on the third violet continent.


To get a 50,000 point bonus: You've seen a big enemy that combines into parts.
When you hear the tune it is about to appear, STOP SHOOTING.(You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work).
Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white.
Once this has happened, shoot the center part several times: the enemy will be destroyed and you will be awarded the 50,000 point special bonus.


$end

#-----------------------------

#Star Guards

$info=stargrds,
$bio

Star Guards (c) 03/1987 Bally Midway.


- STAFF:


Programmed by Edward J. March Jr.

Screen graphics by R. Scott Morrison.

Special animation by Robert Beech.

Sounds by Bob Libbe, and Michael Bartlow.

Cabinet art by Paul E. Niemeyer.

Support by Dan Stern, Jim Belt, and Bob Ploussard.


$end

#-----------------------------

#Star Hawk

$info=starhawk,
$bio

Star Hawk (c) 03/1979 Cinematronics.


- TRIVIA:


Skelly wrote the entire Star Hawk program in opcodes while the development tools were being written for the board.


- STAFF:


Designed and programmed by Tim Skelly.


$end

#-----------------------------

#Star Jacker

$info=starjack,starjacs,
$bio

Star Jacker (c) 1983 Sega.

Also licensed to Stern.


$end

#-----------------------------

#Star Trek

$info=startrek,
$bio

Star Trek (c) 1982 Sega.


$end

#-----------------------------

#Star Wars

$info=starw,
$bio

Star Wars

This game is a bootleg of Galaxy Wars.


$end

#-----------------------------

#Star Wars

$info=starwars,starwar1,
$bio

Star Wars (c) 05/1983 Atari.


- TRIVIA:


The basic game engine for Star Wars was converted from a 2-year old space game project called Warp-Speed, which was designed to develop 3-D image capabilities.
The controls were adapted from the controls used for Army Battlezone.

Star Wars was the first Atari game to have speech.
All of the phrases were taken directly from the movie.


- TIPS & TRICKS:


If on the tie-fighter dogfight stage, Darth Vader's ship is shot more than 30 times the player is given 27 extra shields.
If you're really lucky you'll get 255 extra shields, but this is quite rare.


On the Death Star run, use the force to increase scores tremendously.
Don't start shooting until the message"USE THE FORCE" disappears.
This means dodging everything the Empire throws at you.
You get a bonus for doing this.
5000 points on the first level, which increases to as high as 100000 points on the higher levels.


- STAFF:


Designed by Mike Hally.

Programmed and developed by Greg Rivera, Norm Avellar, Eric Durfey, Jed Margolin, Earl Vickers, and Rick Moncrief.


$end

#-----------------------------

#Stargate

$info=stargate,
$bio

Stargate (c) 11/1981 Williams.


- TRIVIA:


Stargate was the first game designed by Vidkidz, the design firm founded by Jarvis and DeMar when they decided to go independent.
Williams became desperate for a game after the designers left, so they took Vidkidz under contract.
Stargate took four months to complete.
All Vidkidz games were designed on a dual 8" floppy, 1 MHz 6809 Motorola Exorcisor system that cost $30,000 in those days.

The name was changed to Defender II right after the game had stopped being manufactured, because Williams wanted to make sure they could own the trademark on the title.


- TIPS & TRICKS:


An undocumented feature: you need to have killed everything off in the wave except for one lander.
There must be at least one humanoid on the ground.
Wait for the lander to pick up the humanoid.
Shoot the lander and catch the humanoid *just* before it hits the ground.
The screen will flash like mad and you will be awarded 2000, presumably for catching the humanoid and depositing it on the ground in the tiny interval before the wave ends.


If you go in to the warp gate and press reverse and warp at the same time you will make the screen mess up.
It will look like you are going super fast from left to right, kinda like a cardiograph at high speed.
This will kill the game that you are playing.


- STAFF:


Designed and programmed by Eugene Jarvis and Larry DeMar (Vidkidz).


$end

#-----------------------------

#Steel Force

$info=stlforce,
$bio

Steel Force (c) 1994 Electronics Devices / Ecogames S.L.


- STAFF:


Programmed by Javier Maura.

Graphics by Miguel A. Carrillo.


$end

#-----------------------------

#Stellar Castle

$info=stellcas,
$bio

Stellar Castle (c) 1980 Elettonolo.

This game is a bootleg of Star Castle.


$end

#-----------------------------

#Stinger

$info=stinger,stinger2,
$bio

Stinger (c) 1983 Seibu Denshi.


- TRIVIA:


This is the first game manufactured by Seibu Denshi.


$end

#-----------------------------

#Stocker

$info=stocker,
$bio

Stocker (c) 1984 Bally / Sente.


- STAFF:


Game design: Dennis Koble

Art: Gary Johnson

Sound: Jesse Osbone

Additional support: Gary Levenberg, Bil Maher

Additional code: Lee Actor, Rich Adam


$end

#-----------------------------

#Stompin'

$info=stompin,
$bio

Stompin' (c) 1986 Bally / Sente.


- STAFF:


Original concept and programming: Jon Kinsting

Screen graphics: Bil Maher, Gary Johnson, Roger Hector

Cabinet graphics: Bob Flemate

Music and sounds: Jesse Osbone

Technical Advisor: Owen Rubin


$end

#-----------------------------

#Stoneage

$info=stoneage,
$bio

Stone Age (c) 1991

This game is a bootleg of Caveman Ninja.


- UPDATES:


In this bootleg, the music is different.


$end

#-----------------------------

#Storm Blade

$info=stmblade,
$bio

Storm Blade (c) 1996 Visco.


$end

#-----------------------------

#Storming Party

$info=storming,
$bio

Storming Party (c) 1986 Taito.

This game is known in Japan as Riku Kai Kuu Saizensen.


$end

#-----------------------------

#Strata Bownling

$info=stratab,stratab1,
$bio

Strata Bownling (c) 08/1990 Strata/Incredible technologies.


- STAFF:


Software: Richard A Ditton, Larry Hodgson, Chris Oberth, Harry E Cline III

Hardware: Steve Jaskowiak, Scott Allie

Sales: John Cassiday

Support: Elaine Ditton, Jim Zielinski, Linda Koch

Sounds and music: David D Thiel, Neil Falconer, Kyle Johnson, Leif Marwede

Publicity: Carol Tomme


$end

#-----------------------------

#Strategy X

$info=stratgyx,stratgys,
$bio

Strategy X (c) 10/1981 Konami.

Also licensed to Stern for US manufacture and distribution. (12/1981)


$end

#-----------------------------

#Stratovox

$info=stratvox,
$bio

Stratovox (c) 08/1980 Sun Electronics.

Licensed to Taito.

This game is also known as Speak & Rescue.


$end

#-----------------------------

#Streaking

$info=streakng,
$bio

Streaking (c) 10/1981 Shoei.


$end

#-----------------------------

#Street Fight

$info=stfight,
$bio

Street Fight (c) 1986 Seibu Kaihatsu.

Exclusively distributed in West Germany by TV-Tuning Videospiele GMBH.

This game is known outside Germany as Empire City: 1931.


$end

#-----------------------------

#Street Fighter

$info=sf1,sf1jp,sf1us,sf1p,
$bio

Street Fighter (c) 08/1987 Capcom.


- TRIVIA:


Capcom's first one-on-one fighting game.


- TIPS & TRICKS:


When fighting Mike, inflict enough damage so that his life bar is lower than yours.
Go to the far end of the screen on either side and hold back+down on the joystick for a crouching block.
Mike will throw out a flurry of body blows which will be deflected.
Do this until the timer runs out and you will win everytime.


- SERIES:


1. Street Fighter

2. Street Fighter II - The World Warrior

3. Street Fighter II' - Champion Edition

4. Street Fighter II' - Hyper Fighting

5. Super Street Fighter II - The New Challengers

6. Super Street Fighter II Turbo


- STAFF:


Direction: Piston Taksh

Planning: Finish Hiroshi

Programming: Fz 2151

Character disign: Crusher Ighi, Dabada Atsushi, Bonsoir Yuko, Ocan Miyuki, Bravo Ovu, Innocent Saicho

Sound and music: Yuukichvans Papa

Hard planning: Punch Kubozo

Mechatoronics: Strong Take, Radish Kamin


$end

#-----------------------------

#Street Fighter II - The World Warrior

$info=sf2,sf2ja,sf2jc,sf2j,sf2ua,sf2ub,sf2ue,sf2ui,
$bio

Street Fighter II - The World Warrior (c) 03/1991 Capcom.


- TIPS & TRICKS:


*To get to Ryu vs. Ryu*
Start a fresh game on the left side (1P).
Select any character other than Ryu.
Play the game until you reach Ryu.
Lose.
Join in the game on the other side and hit 2P BEFORE the timer runs out.
Select Ryu and enjoy fighting Ryu.


*Alternate ending*
End the game with any player without losing any rounds to view an alternate ending after the player's ending.
It shows the production team for SFII.


*Guiles Glitchs*

#1 Guiles "Still" glitch
Charge back and allow the opposing character to approach you.
When the opponent is close, press hard kick (the opponent should be close enough so the "upside down kick" is done and not the "standing boot to the face").
As soon as the overhead kick begins pull the stick forward and press a punch button (Sonic boom motion).
Guile will not do the sonic boom but will instead remain frozen at the beginning of "upside down kick" animation.
You should be invincible (but not able to do anything).
A sonic boom motion unfreezes your character.
 
#2 Guiles "Handcuffs" glitch
Charge down+back from your opponent so that the sonic boom and flashkick are both charged.
Allow your opponent to come into throwing distance (standing beside you), and then move the joystick to the up+forward position whilst pressing the medium punch and medium kick simultaneously.
Guile will attempt to throw, sonic boom and flash kick at the same time and the end result "handcuffs" the opponent to you.
The opponent can't control their character and you can't hit your opponent.
Repeat the trick to "unlock" your opponent. 
 
For both of these Guile glitches, you must undo the glitch before the end of the round, or else the game will freeze just before the "Win Lose" pose (you can't pose in #1 and your opponent can't pose in #2).
People would freeze the game against Bison and get 11 battles then their money back :) 


- SERIES:


1. Street Fighter

2. Street Fighter II - The World Warrior

3. Street Fighter II' - Champion Edition

4. Street Fighter II' - Hyper Fighting

5. Super Street Fighter II - The New Challengers

6. Super Street Fighter II Turbo


- STAFF:


Planner: Nin, Akiman

Character Designer: S. Y., Ikusan. Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S'Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, and Okazaki

Programmer: Shin, Marina, Macchan, Ecchro!!

Sound: Shimo-P., Oyaji-Oyaji


$end

#-----------------------------

#Street Fighter II! - Champion Edition (V004)

$info=sf2v004,
$bio

Street Fighter II! - Champion Edition (V004) (c) 1992.

This game is a hack of Street Fighter II' - Champion Edition.


$end

#-----------------------------

#Street Fighter II' - Champion Edition (Accelerator Pt+.II)

$info=sf2accp2,
$bio

Street Fighter II' - Champion Edition (Accelerator Pt+.II) (c) 1992 TESTRON.

This game is a hack of Street Fighter II' - Champion Edition.


$end

#-----------------------------

#Street Fighter II' - Champion Edition (Rainbow)

$info=sf2rb,sf2rb2,
$bio

Street Fighter II' - Champion Edition (Rainbow) (c) 1992 Hung Hsi.

This game is a hack of Street Fighter II' - Champion Edition.


- UPDATES:


In this hacked version of SFII CE, special moves can be performed in the air, characters walk much faster, and its possible to change characters partway through the fight.


- TIPS & TRICKS:


If you enter the classic Konami code:
up, up, down, down, left, right, left, right, forward (B), jab (A)) on the 2nd player side during the demo fight in attract mode, it makes a bunch of zeros appear.
This may or may not have an affect on gameplay, anyone know for sure?


$end

#-----------------------------

#Street Fighter II' - Champion Edition (Red Wave)

$info=sf2red,
$bio

Street Fighter II' - Champion Edition (Red Wave) (c) 1992

This game is a hack of Street Fighter II' - Champion Edition.


$end

#-----------------------------

#Street Fighter II' - Champion Edition

$info=sf2ce,sf2ceua,sf2ceub,sf2cej,
$bio

Street Fighter II' - Champion Edition (c) 04/1992 Capcom.

Various unofficial hacks of this game are known as V004, Accelerator Pt+.II, Rainbow, and Red Wave.


- UPDATES:


An enhanced version of Street Fighter II - The World Warrior.
Added an alternate color scheme for each character and the ability to select boss characters (Vega, M. Bison, Balrog, Sagat).
Each stage had different background colors from the original (mainly time of day changes), various cosmetic enhancements were made to each character's physical appearance, new moves were added for some characters, overall hit damage was reduced (favoring combos attacks instead of special moves), special moves were tweaked a bit (ie: the fighting styles of Ryu and Ken were distinguishable from one another), and the main title screen was changed from black to blue.


- SERIES:


1. Street Fighter

2. Street Fighter II - The World Warrior

3. Street Fighter II' - Champion Edition

4. Street Fighter II' - Hyper Fighting

5. Super Street Fighter II - The New Challengers

6. Super Street Fighter II Turbo


- STAFF:


Planner: Nin, Akiman

Character Designer: S.Y, Ikusan.Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki

Programmer: Shin., Marina, Macchan, Ecchro!!

Sound: Shimo-P, Oyaji-Oyaji


$end

#-----------------------------

#Street Fighter II' - Hyper Fighting

$info=sf2t,
$bio

Street Fighter II' - Hyper Fighting (c) 12/1992 Capcom.

This game is known in Japan as Street Fighter II' Turbo - Hyper Fighting.


- UPDATES:


An enhanced version of Street Fighter II' - Champion Edition.
New color schemes were added for each character.
Gameplay was SIGNIFICANTLY sped up to intensify the pace of the game.
The addition of mid-air special moves for Chun Li, Ryu, and Ken were introduced.
More special moves (ie: Chun Li's fireball, Dhalsim's Yoga Teleport) were added for each character except for M.Bison (Vega in the Japanese version).
The color schemes for the stage backgrounds are still the same as for Champion Edition.


- SERIES:


1. Street Fighter

2. Street Fighter II - The World Warrior

3. Street Fighter II' - Champion Edition

4. Street Fighter II' - Hyper Fighting

5. Super Street Fighter II - The New Challengers

6. Super Street Fighter II Turbo


$end

#-----------------------------

#Street Fighter II' Turbo - Hyper Fighting

$info=sf2tj,
$bio

Street Fighter II' Turbo - Hyper Fighting (c) 12/1992 Capcom.

This game is known outside Japan as Street Fighter II' - Hyper Fighting.


- UPDATES:


An enhanced version of Street Fighter II' - Champion Edition.
New color schemes were added for each character.
Gameplay was SIGNIFICANTLY sped up to intensify the pace of the game.
The addition of mid-air special moves for Chun Li, Ryu, and Ken were introduced.
More special moves (ie: Chun Li's fireball, Dhalsim's Yoga Teleport) were added for each character except for M.Bison (Vega in the Japanese version).
The color schemes for the stage backgrounds are still the same as for Champion Edition.


- SERIES:


1. Street Fighter

2. Street Fighter II - The World Warrior

3. Street Fighter II' - Champion Edition

4. Street Fighter II' Turbo - Hyper Fighting

5. Super Street Fighter II - The New Challengers

6. Super Street Fighter II X - Grand Master Challenge


$end

#-----------------------------

#Street Fighter Alpha 2

$info=sfa2,
$bio

Street Fighter Alpha 2 (c) 03/1996 Capcom.

This game is known in Japan and Asia as Street Fighter Zero 2.


- TIPS & TRICKS:


*Alternate costume colors*
Highlight a fighter at the character selection screenand press LK, MK or HK.


*Alternate Chun-Li costumes*
Hold Start and highlight Chun-Li at the character selection screen. 
After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP + MP + HP for a pink costume. 


*Fight as Evil Ryu*
Highlight Ryu at the character selection screen, then press Start. 
Then highlight Adon, Akuma, Adon, then return to Ryu.
Hold Start for five seconds, then press any attack button. 


*Grass stage*
Select two player mode.
Hold Start at the character selection screen, then highlight Sagat for five seconds.
Then highlight any character, release Start, and press any attack button. 


*Waterfall stage*
Select two player mode.
Hold Start at the character selection screen, then highlight M. Bison for five seconds.
Then highlight any character, release Start, and press any attack button. 


- SERIES:


1. Street Fighter Alpha - Warrior' Dreams

2. Street Fighter Alpha 2

3. Street Fighter Alpha 3


- STAFF:


Planner: Noritaka Funamizu(poo), Neo_G, Kanetaka

Programmer: Cham Cho Choy, Pon, Arikichi Kiyoko, Hard Yab -BECRET PLAYER-, Hyper Shinchan, Super "Birdie" Sailor

Scrool Design: Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Tanopu, Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku

Object Design: Eri-Eri, Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo "Ushi" Kawakami, K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsuiimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata

Visual Planner: Mucchi(Harvo.M)

Original Artwork: Holyhomerun

Sound & Voice: Hiroaki "X6BK" Kondo

Music Compose & Arrange: Syun Nishigaki, Setsuo yamamoto, Tatsuro-

All Sound Produce: Arcade Sound team

Voice actor: Ishizuka Katashi, Iwanaga Tetsuwa, Sasamoto Yuko, Takagi Wataru, Nishimura Tomomichi, Hosoi Osamu, Miki Shin'Ichiro, Miyamura Yuko, Morikawa Toshiyuki, yamada Yoshiharu, Yamanci Jin

Producer: Noritaka Funamizu (poo)


$end

#-----------------------------

#Street Fighter Alpha 3

$info=sfa3,sfa3r1,
$bio

Street Fighter Alpha 3 (c) 06/1998 Capcom.

This game is known in Japan and Asia as Street Fighter Zero 3.


- TIPS & TRICKS:


*Title color chart*
The color of the title screen denotes what secrets are currently available.
After a few weeks of play, the title screen will change color, so in a few months after your SFA3 machine has been installed, it should reach the final color (light blue).
The explanation of the colors is shown below:

Cream: (default color)

Green: Classical Mode

Red: Balrog, Juni, and Juli become playable

Dark Blue: Mazi Mode

Purple: Saikyou Mode

Light Blue: Can select one of the three Battle Modes


*Random select*
The Random Select squares are normally invisible.
But, there are two for the first player and two for the second.
The 1P squares are located in the upper-right corner of the diamond and the lower-right.
The 2P squares are in the upper-left corner and the lower-left corners.


*Hidden characters*
The three hidden charactes are Balrog, the boxer, and Juni and Juli, two prototype "dolls" created by Bison's Shadowloo organization.
Once the game's title screen has become the proper color (see "Title Color Chart", above), their score listing will show up in the High Score listing and they become playable:

To choose Balrog, pause on Karin for five seconds, then move to any Random Select square, hold the Start button, and press any button.

To use Juli, pause on Karin for five seconds, then move to any Random Select square.
If the square is on the left side of the screen, choose her by holding Left and pressing any button.
If the square is on the right side, then hold Right and press any button instead.

To use Juni, pause on Karin for five seconds, then move to any Random Select square.
If the square is on the top of the screen, choose her by holding Up and pressing any button.
If the square is on the bottom, then hold Down and press any button instead.


*Hidden modes of Play*
There are three secret modes that affect basic gameplay.
Once the game's title screen has become the proper color (see "Title Color Chart", above), you can select a hidden mode to use:

To use Classical Mode, insert your coin, hold down HP+HK, and press Start.
You can release HP+HK once you're at the Player Select Screen.
Then, pick your character.

To use Mazi Mode, insert your coin, hold down MP+MK, and press Start.
You can release HP+HK once you're at the Player Select Screen.
Then, pick your character.

To use Saikyou Mode, insert your coin, hold down LP+LK, and press Start.
You can release HP+HK once you're at the Player Select Screen.
Then, pick your character.


*Hidden battle mode*
Once the game's title screen has become the proper color (see "Title Color Chart", above), you can select a hidden battle mode:

Final battle mode
After picking your ISM, hold Start+LP+MK+HP.
You'll fight Final Bison for one battle only.
It's just like the last battle; win and you get your ending, lose, and you get the bad ending.

Dramatic battle mode
Hold LK+MK+HK, then press Start.
Keep holding those buttons at Player Select Screen for a moment.
You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents.

Survival mode
Insert your coin(s), hold LP+MP+HP and press Start.
Keep holding those buttons at Player Select Screen.
You'll get to fight all 27 characters in continuous one-round battles.


*Secret messages* (This trick only works on Japanese SFZ3 machines)
After winning a battle, press and hold Start as well as any other button.
Between battles, a message will appear on the screen, depending on the button you're holding.


- SERIES:


1. Street Fighter Alpha - Warrior' Dreams

2. Street Fighter Alpha 2

3. Street Fighter Alpha 3


- STAFF:


Planner: Noritaka Funamizu

Director: Maoto Ohta, Mamoru, Buruma, Ohko Zero05

Visual planner: Haruo Murata

Programer: Chan, Hard.Yas ~?-ISM~, Pon, Hyper Shinchan, 24 ~Nishi~, Minomi, Reiko Toh, Senõr, Knight Rider Giu, Ittetsu

Character design: Akiman, Osusi

Title design: Shoei

Object design: Eri-N, Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo Jinzin, Ball boy, Yuesuke, D-Kurita, A.Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, Yu-Ten.Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii

Scroll design: Asae Nisituji-Ba, S.Mukai(Jijii), H.Yonezuka, Kohama Ake&kuro, Y.Tanoue(tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A.Ohnishi, N.Niiyama, C.Iwai, Sawatch, K.Yamahashi, H.Yamahashi, H.Ohnishi

Main music Compose: Anarchy Takapon

Sub music compose: Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata

Sound direction: Hiroaki "X68k" kondo

Sound design: Moe.T, Satoshi Ise

Voice actor: Iwanaga Tetsuya, Ueda Yuji, Kohmoto Akiko, Sasamoto Yuko, Sugawara Masashi, Takagi Wataru, Takeuchi Junko, Nishimura Tomomichi, Neya Michiko, Hosoi Osamu, Miki Shin'Ichirow, Miyamura Yuko, Morikawa Tomoyuki, Yamada Miho, Yamada Yoshiharu, Yamadera Kouichi, Yamanoi Jin, Greg Irwin

Test player: Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M. Kunishige, Miura. F. Katsusuke, Tomita Yoshihiro, Murata Akimori

Market producer: Kouji Nakajima

General producer: Noritaka Funamizu, Yoshiki Okamoto


$end

#-----------------------------

#Street Fighter Alpha - Warriors' Dreams

$info=sfa,sfar1,sfau,sfar2,
$bio

Street Fighter Alpha: Warriors' Dreams (c) 06/1995 Capcom.

This game is known in Japan and Spain as Street Fighter Zero.


- TIPS & TRICKS:


*Fight against Akuma*
Highlight a fighter at the character selection screen.
Hold Start + HP + Forward until Akuma appears and beats up your opponent on the first stage.
You will now fight him instead. 


*Fight against Dan*
Select any player.
After each round ends, hold Start + LP + MP + HP until the next round starts.
When Sagat or Adon are selected to be your opponents, the message "Here comes a new challenger" will appear and Dan take their place. 


*Dramatic battle mode*
In two player mode, have player one highlight Ryu and player two highlight Ken at the character selection screen.
Have player one hold Start, and press Up, Up.
Release Start then press Up, Up, LP.
Have player two hold Start and press Up, Up.
Release Start then press Up, Up, HP.
If done correctly, Ryu and Ken will face M. Bison. 


*Fight as Haggar* (Japanese version only)
Highlight Ryu at the character selection screen, then press Down(x2), Up(x2), Right, Left, HP + LK.


*Bonus stages*
Select two player mode.
Hold Start, then highlight Sagat or M. Bison at the character selection screen.
Remain on that character for five seconds, then highlight another character, release Start, and press Jab. 


*Alternate costume colors*
Highlight a fighter at the character selection screenand press LK, MK or HK.


- SERIES:


1. Street Fighter Alpha - Warrior' Dreams

2. Street Fighter Alpha 2

3. Street Fighter Alpha 3


- STAFF:


Planner: Noritaka Funamizu(Poo), Mucchi, H.Itsuno -Tomoshibi-

Programmer: Chan Cho Choy, Egw, "Tege Killer" Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi, Hard.Yas -Gouki-, Hamachan, Hyper Shinchan, Super "Vega" Sailor, Matsushita -Adon- Masakazu

Scroll design: Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, NakagawaDaisuke, Maeno Megumi, Isono, Sm, Mago, Mr.Oranda

Object design: "Dokkim"Eripyon, Yatsunonawa"D", Jun Matsumura 27, Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo "Ushi" kawakami, M."KotatuToNeko"Nakatani, Alien Pole, Kuriotoko, Chimorin Syogun, Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, "Noriko"M.Tsujimoto, R, Sagata, Takayuki Kosaka

Music compose: Abe "Oyaji" Isao, Syun "Kobekko" Nishigaki, Yamamoto "Purple" Setsuo, Kadota "Pop'n" Yuko, Kuru-Kuru Chance Iwami, Mizuta "Groovy" Naoshi

Sound design: Hiroaki "X68K" Kondo, Ryoji

Voice Actor: Nishimura Tomomichi, Morikawa Toshiyuki, Takagi Wataru, Iwanaga Tetsuya, Miyamura Yuko, Miki Shinichiro

Producer: Iyono Pon


$end

#-----------------------------

#Street Fighter Zero

$info=sfzj,sfzh,sfzjr2,sfzjr1,
$bio

Street Fighter Zero (c) 06/1995 Capcom.

This game is known outside Japan as Street Fighter Alpha: Warriors' Dreams.


- TIPS & TRICKS:


*Fight against Akuma*
Highlight a fighter at the character selection screen.
Hold Start + HP + Forward until Akuma appears and beat ups your opponent on the first stage.
You will now fight him instead. 


*Fight against Dan*
Select any player.
After each round ends, hold Start + LP + MP + HP until the next round starts.
When Sagat or Adon are selected to be your opponents, the message "Here comes a new challenger" will appear and Dan take their place. 


*Dramatic battle mode*
In two player mode, have player one highlight Ryu and player two highlight Ken at the character selection screen.
Have player one hold Start, and press Up, Up.
Release Start then press Up, Up, LP.
Have player two hold Start and press Up, Up.
Release Start then press Up, Up, HP.
If done correctly, Ryu and Ken will face M. Bison. 


*Fight as Haggar* (Japanese version only)
Highlight Ryu at the character selection screen, then press Down(x2), Up(x2), Right, Left, HP + LK.


*Bonus stages*
Select two player mode.
Hold Start, then highlight Sagat or M. Bison at the character selection screen.
Remain on that character for five seconds, then highlight another character, release Start, and press Jab. 


*Alternate costume colors*
Highlight a fighter at the character selection screenand press LK, MK or HK.


- SERIES:


1. Street Fighter Zero

2. Street Fighter Zero 2

3. Street Fighter Zero 2 Alpha

4. Street Fighter Zero 3


- STAFF:


Planner: Noritaka Funamizu(Poo), Mucchi, H.Itsuno -Tomoshibi-

Programmer: Chan Cho Choy, Egw, "Tege Killer" Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi, Hard.Yas -Gouki-, Hamachan, Hyper Shinchan, Super "Vega" Sailor, Matsushita -Adon- Masakazu

Scroll design: Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, NakagawaDaisuke, Maeno Megumi, Isono, Sm, Mago, Mr.Oranda

Object design: "Dokkim"Eripyon, Yatsunonawa"D", Jun Matsumura 27, Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo "Ushi" kawakami, M."KotatuToNeko"Nakatani, Alien Pole, Kuriotoko, Chimorin Syogun, Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, "Noriko"M.Tsujimoto, R, Sagata, Takayuki Kosaka

Music compose: Abe "Oyaji" Isao, Syun "Kobekko" Nishigaki, Yamamoto "Purple" Setsuo, Kadota "Pop'n" Yuko, Kuru-Kuru Chance Iwami, Mizuta "Groovy" Naoshi

Sound design: Hiroaki "X68K" Kondo, Ryoji

Voice Actor: Nishimura Tomomichi, Morikawa Toshiyuki, Takagi Wataru, Iwanaga Tetsuya, Miyamura Yuko, Miki Shinichiro

Producer: Iyono Pon


$end

#-----------------------------

#Street Fighter Zero 2

$info=sfz2j,sfz2a,
$bio

Street Fighter Zero 2 (c) 02/1996 Capcom.

This game is known in US as Street Fighter Alpha 2.


- TIPS & TRICKS:


*Alternate costume colors*
Highlight a fighter at the character selection screenand press LK, MK or HK.


*Alternate Chun-Li costumes*
Hold Start and highlight Chun-Li at the character selection screen. 
After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP + MP + HP for a pink costume. 


*Fight as Evil Ryu*
Highlight Ryu at the character selection screen, then press Start. 
Then highlight Adon, Akuma, Adon, then return to Ryu.
Hold Start for five seconds, then press any attack button. 


*Grass stage*
Select two player mode.
Hold Start at the character selection screen, then highlight Sagat for five seconds.
Then highlight any character, release Start, and press any attack button. 


*Waterfall stage*
Select two player mode.
Hold Start at the character selection screen, then highlight M. Bison for five seconds.
Then highlight any character, release Start, and press any attack button.


- SERIES:


1. Street Fighter Zero

2. Street Fighter Zero 2

3. Street Fighter Zero 2 Alpha

4. Street Fighter Zero 3


- STAFF:


Planner: Noritaka Funamizu(poo), Neo_G, Kanetaka

Programmer: Cham Cho Choy, Pon, Arikichi Kiyoko, Hard Yab -BECRET PLAYER-, Hyper Shinchan, Super "Birdie" Sailor

Scrool Design: Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Tanopu, Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku

Object Design: Eri-Eri, Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo "Ushi" Kawakami, K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsuiimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata

Visual Planner: Mucchi (Harvo. M)

Original Artwork: Holyhomerun

Sound & Voice: Hiroaki "X6BK" Kondo

Music Compose & Arrange: Syun Nishigaki, Setsuo yamamoto, Tatsuro-

All Sound Produce: Arcade Sound team

Voice actor: Ishizuka Katashi, Iwanaga Tetsuwa, Sasamoto Yuko, Takagi Wataru, Nishimura Tomomichi, Hosoi Osamu, Miki Shin'Ichiro, Miyamura Yuko, Morikawa Toshiyuki, yamada Yoshiharu, Yamanci Jin

Producer: Noritaka Funamizu (poo)


$end

#-----------------------------

#Street Fighter Zero 2 Alpha

$info=sfz2ah,sfz2aj,sfz2aa,
$bio

Street Fighter Zero 2 Alpha (c) 08/1996 Capcom.


- TIPS & TRICKS:


*Two vs. one battle*
Hold LP+MP+HK and press Start at the start screen.


*Fight Super Akuma*
Hold MK+MP and press Start at the start screen.


*Survival battle*
Hold LP+MP+HP and press Start at the start screen.


- SERIES:


1. Street Fighter Zero

2. Street Fighter Zero 2

3. Street Fighter Zero 2 Alpha

4. Street Fighter Zero 3


$end

#-----------------------------

#Street Fighter Zero 3

$info=sfz3j,sfz3a,sfz3jr1,
$bio

Street Fighter Zero 3 (c) 06/1998 Capcom.

This game is known outside Japan as Street Fighter Alpha 3.


- TIPS & TRICKS:


*Title color chart*
The color of the title screen denotes what secrets are currently available.
After a few weeks of play, the title screen will change color, so in a few months after your SFA3 machine has been installed, it should reach the final color (light blue).
The explanation of the colors is shown below:

Cream: (default color)

Green: Classical Mode

Red: Balrog, Juni, and Juli become playable

Dark Blue: Mazi Mode

Purple: Saikyou Mode

Light Blue: Can select one of the three Battle Modes


*Random select*
The Random Select squares are normally invisible.
But, there are two for the first player and two for the second.
The 1P squares are located in the upper-right corner of the diamond and the lower-right.
The 2P squares are in the upper-left corner and the lower-left corners.


*Hidden characters*
The three hidden charactes are Balrog, the boxer, and Juni and Juli, two prototype "dolls" created by Bison's Shadowloo organization.
Once the game's title screen has become the proper color (see "Title Color Chart", above), their score listing will show up in the High Score listing and they become playable:

To choose Balrog, pause on Karin for five seconds, then move to any Random Select square, hold the Start button, and press any button.

To use Juli, pause on Karin for five seconds, then move to any Random Select square.
If the square is on the left side of the screen, choose her by holding Left and pressing any button.
If the square is on the right side, then hold Right and press any button instead.

To use Juni, pause on Karin for five seconds, then move to any Random Select square.
If the square is on the top of the screen, choose her by holding Up and pressing any button.
If the square is on the bottom, then hold Down and press any button instead.


*Hidden modes of Play*
There are three secret modes that affect basic gameplay.
Once the game's title screen has become the proper color (see "Title Color Chart", above), you can select a hidden mode to use:

To use Classical Mode, insert your coin, hold down HP+HK, and press Start.
You can release HP+HK once you're at the Player Select Screen.
Then, pick your character.

To use Mazi Mode, insert your coin, hold down MP+MK, and press Start.
You can release HP+HK once you're at the Player Select Screen.
Then, pick your character.

To use Saikyou Mode, insert your coin, hold down LP+LK, and press Start.
You can release HP+HK once you're at the Player Select Screen.
Then, pick your character.


*Hidden battle mode*
Once the game's title screen has become the proper color (see "Title Color Chart", above), you can select a hidden battle mode:

Final battle mode
After picking your ISM, hold Start+LP+MK+HP.
You'll fight Final Bison for one battle only.
It's just like the last battle; win and you get your ending, lose, and you get the bad ending.

Dramatic battle mode
Hold LK+MK+HK, then press Start.
Keep holding those buttons at Player Select Screen for a moment.
You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents.

Survival mode
Insert your coin(s), hold LP+MP+HP and press Start.
Keep holding those buttons at Player Select Screen.
You'll get to fight all 27 characters in continuous one-round battles.


*Secret messages* (This trick only works on Japanese SFZ3 machines)
After winning a battle, press and hold Start as well as any other button.
Between battles, a message will appear on the screen, depending on the button you're holding.


- SERIES:


1. Street Fighter Zero

2. Street Fighter Zero 2

3. Street Fighter Zero 2 Alpha

4. Street Fighter Zero 3


- STAFF:


Planner: Noritaka Funamizu

Director: Maoto Ohta, Mamoru, Buruma, Ohko Zero05

Visual planner: Haruo Murata

Programer: Chan, Hard.Yas ~?-ISM~, Pon, Hyper Shinchan, 24 ~Nishi~, Minomi, Reiko Toh, Senõr, Knight Rider Giu, Ittetsu

Character design: Akiman, Osusi

Title design: Shoei

Object design: Eri-N, Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo Jinzin, Ball boy, Yuesuke, D-Kurita, A.Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, Yu-Ten.Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii

Scroll design: Asae Nisituji-Ba, S.Mukai(Jijii), H.Yonezuka, Kohama Ake&kuro, Y.Tanoue(tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A.Ohnishi, N.Niiyama, C.Iwai, Sawatch, K.Yamahashi, H.Yamahashi, H.Ohnishi

Main music Compose: Anarchy Takapon

Sub music compose: Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata

Sound direction: Hiroaki "X68k" kondo

Sound design: Moe.T, Satoshi Ise

Voice actor: Iwanaga Tetsuya, Ueda Yuji, Kohmoto Akiko, Sasamoto Yuko, Sugawara Masashi, Takagi Wataru, Takeuchi Junko, Nishimura Tomomichi, Neya Michiko, Hosoi Osamu, Miki Shin'Ichirow, Miyamura Yuko, Morikawa Tomoyuki, Yamada Miho, Yamada Yoshiharu, Yamadera Kouichi, Yamanoi Jin, Greg Irwin

Test player: Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M.Kunishige, Miura.F.Katsusuke, Tomita Yoshihiro, Murata Akimori

Market producer: Kouji Nakajima

General producer: Noritaka Funamizu, Yoshiki Okamoto


$end

#----------------------------

#Street Fighter - The Movie

$info=sftm,sftm110,sftmj,
$bio

Street Fighter - The Movie (c) 06/1995 Incredible Technologies.


- STAFF:


*Capcom*

Executive Producer: Kenzo Tsujimoto, Takahito Yasuki, Yoshiki Okamoto, Tetsuya Iijima, Rene Lopez


*Incredible Technologies*

Executive Producer: Elaine A. Ditton

Project Manager: Leif Pran Marwede

Head Programmer: Jane D. Siegrist

Art Direction: Ralph Melgosa

Art Coordinator: Jane D. Siegrist

Game Design: Leif Pran Marwede, Alan Noon

Programming: Jane D. Siegrist, Leif Pran Marwede, Richard A. Ditton

Additional Programming: Tino Kalafatis, Mike Hanson, Steve Jaskowiak

Sounds: Kyle Johnson

Australia Location Crew: Elaine A. Ditton, Richard A. Ditton, Ralph Melgosa, Leif Pran Marwede, Alan Noon

Artists: Ralph Melgosa, Alan Noon, Bob Nagel, R. Scott Morrison

Additional Art: Ed Reck, Donna Foshee, Andrew Dorizas, Jennifer Hedrick

Hardware Design: Steve Jaskowiak, Jeff Siegrist

Technical Support: Terry Little, Ann Vonckx, Scott Allie, Ed Reck


$end

#-----------------------------

#Street Football

$info=sfootbal,
$bio

Street Football (c) 11/1986 Bally / Sente.


- STAFF:


Software and game design: Lee Actor

Screen graphics: Gary Johnson

Sounds: Jesse Osborne


$end

#-----------------------------

#Street Hoop

$info=strhoop,
$bio

Street Hoop (c) 12/1994 Data East.

This Game is known in the US as Street Slam, and in Japan as Dunk Dream.


- STAFF:


Producer: Iwao Horita

Game Design: Atsushi Kaneko

Soft: Mitsutoshi Bono, K Minegishi, Mya

Graphic: Sinin, Yuzuru Tsukahara, Hiroki Narisawa, Sachiko Moizumi, Kaori, Kazurin Sugar, Endo Chan, Kim, takayuki Tanaka

Music and SE: Mr K Dynamite, Koremasa


$end

#-----------------------------

#Street Smart

$info=streetsm,streets1,streetsw,streetsj,
$bio

Street Smart (c) 08/1989 SNK.


- STAFF:


Boss: Eikichi Kawasaki

Boss 2: Mr. Hasegawa

Programmer: Konny, Fujimoto

Sound: Tarkun

Producer: Akira. G

Head Designer: Isuka Michi

Designer: Kamada, Ishimoto, Tomoni. M, Sick Of, Mitsuzo, Miyoshi, Asako

Hard Wear: Koike


$end

#-----------------------------

#Strength & Skill

$info=strnskil,
$bio

Strength & Skill (c) 1984 Sun Electronics.

This game is known in Japan as The Guiness.


$end

#-----------------------------

#Strider

$info=strider,
$bio

Strider (c) 03/1989 Capcom.

This game is known in Japan as Strider Hiryu.


- TIPS & TRICKS:


*General tips*
First constantly, you can kill a lot of guys who are right on top of you before they hit you.
Also, slide a lot.
It moves you along a lot faster and keeps you lower to avoid a lot of enemies.
Don't pick up the robot puma/lion when it shows up.
It moves more slowly than the drones and doesn't fire.
If you have the skill, try to get the drones into the 1st and 2nd energy slots of your guy.
This may mean taking a hit deliberately on level 1 and then getting both drones prior to refilling your energy.
Only do this if you're sure you can get to a health bonus without getting killed.
Remember that you always get a full health refill when you clear a level.
Sometimes it's better to take a hit of damage (unless you will lose a drone because of it) to kill the boss, than to try and avoid it.


*Stage 1*
Kafazu (Kazakistan CCP)

Don't bother fighting with the guy in the very bottomost room, it accomplishes nothing.
If you do happen to fall down there, after you kill him, get under the single platform so you don't take damage from the fire.

- BOSS: Urobolos, the Iron Ruler.

Jump over it's head and land on it's back.
The head is the only vulnerable part of it's body.
If you have at least a Saucer, chances are that it kills Urobolos before you even touch Falchion.


*Stage 2*
Siberia

After you get the long-sword, if you jump to your right and do an immediate slide, you will go under the door before the wolves can get you.
After you get the robo-gorilla, jump up.
The rotating blocks are a good place to refill your energy, just hang from the right side of the see-saw thing and hit them as they go by.
To kill the flying guy, wait for him to land then jump at him while firing.
On the hill, don't jump, don't slide, just run and jump at the very edge.
In the power station, watch out for the electricity.
The hardest part of this level is the dropping bombs, since the airships move kind of randomly at times.
Destroy the gun turret from a hanging position.

- BOSS: The Kuniang M.A. Team (three ninja-girls) are no problem if you have drones.
If you don't, slide/fire past them to the guy in the control deck.
Then sit at the room entrance and mash fire.


*Stage 3*
The Balrog Flying Fortress

After you step onto the same level as the big gun, wait a beat and then slideright under its fire.
To the far left, if you destroy the piles of bullets, there is a small porthole.
Hit it and grab a panda bear for points.
Drop through the hole in the floor (make sure you are far enough left) since you can replenish health and take a shortcut past some guards.
After you get the invincibility/triple Hiryu powerup, get up the higher level with the biting robots.
Kill them and get as high as you can on the moving (horizontally) walls.
Once the walls are close enough, you can move up more quickly by jumping back and forth between them, as you gain height with each jump.
Ignore the 1st platform.
If you need health, you can get it at the 2nd platform down.
Jump onto it and then jump immediately.
The tunnel is easy with drones, a pain without them.
Get to the right and into the Anti-Grav. Unit chamber.
You should try to destroy the little atom-like satellites first.
Just jump up and you will get pulled into orbit around it.
Push the joystick towards the ball at all times.
After the ball exploded, run to the right, dropping down through the floor.
Make sure and get onto the leaving airship, just run right and fire away and jump onto it before it gets too far away.
Then slash Capt.
Beard Jr preventing him from using the whip.


*Stage 4*
Amazon

The Amazon chick's boomerangs can hit you from below if you're not careful.
If you need a drone you can get it at the bottom of the first hill.
Watch out for the exploding flowers.
Best strategy is to stop, get the drone and then get up on the right side of the lip.
Make the bridge fall down (don't try to climb it without running speed) and then jump to the vertical wall.
If you need health or drones, you can also poach flying robots on the first branch for a while.
Then ride on the dinosaur, and watch out the pterodactyls.
Keep firing and get to the right as soon as possible.

- BOSS : Lago, the Mecha T-Rex

If you managed to cling to the vine, then it's kids work: crouch on the edge of it and just aim at the head.
Lago uses two types of attacks: the steel claw and the fire breath.
If you are on the ground, position yourself near him.
He attacks always using this pattern: slow claw slash - fire breath - fast claw slash - forward/backward jump.
Wait for the first attack, jump upward avoiding the slow claw slash, hit the head, fall back down and slide back before he attacks using the fast claw slash.
Repeat until he's destroyed.


*Stage 5*
The Third Moon

Getting past the guy with the chain gun can be a hassle.
Try to have a drone or the long light-sword.
The key is to jump right at the edge of the upper platform (don't try going low to avoid him) and fire away.
You may take a hit but either you or one of your drones should take him out.
Into the anti-gravity chamber, the most consistent strategy is to just go for it.
Start by running down the first embankment and jumping over the hole in the floor.
Then destroy the robot drone.
Now run like hell, jump over the pit and again to the moving spiked platform, firing constantly.
This will take out some of the bad guys.
Pointy moving platforms: Wait for the 3rd platform above you to move out and jump up.
Jump and climb into the 2nd round chamber.
There are two robots that you need to kill before you try to destroy the Anti-Grav. Unit.
Then jump across the chasm and drop down to the next level.
When it rises from the floor, just hammer it with your sword.
When the lasers are coming to get you, either jump straight up or jump over to the other side.
Then hammer again with the sword.
Take out all the bosses again just as you did the first time.
You do have to be careful with the robot-dinosaur so that it doesn't trap you in the far left corner.
Also, it is possible to fall off the second robot centipede if you're not careful.
Just make sure to keep your guy on top of one of his links, not inbetween them.
As you approach the final platform, hammer away at the centipede's head.

- BOSS : The emperor Meio is easy to kill.

If you're low on health, jump straight up than to the right to get the energy powerup (there is a long-sword power up to the left).
When the emperor gets close just hammer away at the fire button.
Even if you get hit, you'll destroy him before he can kill you and finish the game.


- SERIES:


1. Strider

2. Strider 2


- STAFF:


Object designer: S.Thing, Take.Pong, Tisshu, Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin

Scroll designer: Teiki, Rie.Poo, Ziggy, Rinma, Marilyn, Morilyn, Kintaro

Soft programmer: T.Maruchi, Tae 250r, Mikkun, Tadaken, Kanekon, Dorompa.E, Ka~kuny, Check.Masa

Planning adviser: Arthur, Yossan

Game planner: I Suke


$end

#-----------------------------

#Strider Hiryu

$info=striderj,stridrja,
$bio

Strider Hiryu (c) 03/1989 Capcom.

This game is known outside Japan as Strider.


- TIPS & TRICKS:


*General tips*
First constantly, you can kill a lot of guys who are right on top of you before they hit you.
Also, slide a lot.
It moves you along a lot faster and keeps you lower to avoid a lot of enemies.
Don't pick up the robot puma/lion when it shows up.
It moves more slowly than the drones and doesn't fire.
If you have the skill, try to get the drones into the 1st and 2nd energy slots of your guy.
This may mean taking a hit deliberately on level 1 and then getting both drones prior to refilling your energy.
Only do this if you're sure you can get to a health bonus without getting killed.
Remember that you always get a full health refill when you clear a level.
Sometimes it's better to take a hit of damage (unless you will lose a drone because of it) to kill the boss, than to try and avoid it.


*Stage 1*
Kafazu (Kazakistan CCP)

Don't bother fighting with the guy in the very bottomost room, it accomplishes nothing.
If you do happen to fall down there, after you kill him, get under the single platform so you don't take damage from the fire.

- BOSS: Urobolos, the Iron Ruler.

Jump over it's head and land on it's back.
The head is the only vulnerable part of it's body.
If you have at least a Saucer, chances are that it kills Urobolos before you even touch Falchion.


*Stage 2*
Siberia

After you get the long-sword, if you jump to your right and do an immediate slide, you will go under the door before the wolves can get you.
After you get the robo-gorilla, jump up.
The rotating blocks are a good place to refill your energy, just hang from the right side of the see-saw thing and hit them as they go by.
To kill the flying guy, wait for him to land then jump at him while firing.
On the hill, don't jump, don't slide, just run and jump at the very edge.
In the power station, watch out for the electricity.
The hardest part of this level is the dropping bombs, since the airships move kind of randomly at times.
Destroy the gun turret from a hanging position.

- BOSS: The Kuniang M.A. Team (three ninja-girls) are no problem if you have drones.
If you don't, slide/fire past them to the guy in the control deck.
Then sit at the room entrance and mash fire.


*Stage 3*
The Balrog Flying Fortress

After you step onto the same level as the big gun, wait a beat and then slideright under its fire.
To the far left, if you destroy the piles of bullets, there is a small porthole.
Hit it and grab a panda bear for points.
Drop through the hole in the floor (make sure you are far enough left) since you can replenish health and take a shortcut past some guards.
After you get the invincibility/triple Hiryu powerup, get up the higher level with the biting robots.
Kill them and get as high as you can on the moving (horizontally) walls.
Once the walls are close enough, you can move up more quickly by jumping back and forth between them, as you gain height with each jump.
Ignore the 1st platform.
If you need health, you can get it at the 2nd platform down.
Jump onto it and then jump immediately.
The tunnel is easy with drones, a pain without them.
Get to the right and into the Anti-Grav. Unit chamber.
You should try to destroy the little atom-like satellites first.
Just jump up and you will get pulled into orbit around it.
Push the joystick towards the ball at all times.
After the ball exploded, run to the right, dropping down through the floor.
Make sure and get onto the leaving airship, just run right and fire away and jump onto it before it gets too far away.
Then slash Capt.
Beard Jr preventing him from using the whip.


*Stage 4*
Amazon

The Amazon chick's boomerangs can hit you from below if you're not careful.
If you need a drone you can get it at the bottom of the first hill.
Watch out for the exploding flowers.
Best strategy is to stop, get the drone and then get up on the right side of the lip.
Make the bridge fall down (don't try to climb it without running speed) and then jump to the vertical wall.
If you need health or drones, you can also poach flying robots on the first branch for a while.
Then ride on the dinosaur, and watch out the pterodactyls.
Keep firing and get to the right as soon as possible.

- BOSS : Lago, the Mecha T-Rex

If you managed to cling to the vine, then it's kids work: crouch on the edge of it and just aim at the head.
Lago uses two types of attacks: the steel claw and the fire breath.
If you are on the ground, position yourself near him.
He attacks always using this pattern: slow claw slash - fire breath - fast claw slash - forward/backward jump.
Wait for the first attack, jump upward avoiding the slow claw slash, hit the head, fall back down and slide back before he attacks using the fast claw slash.
Repeat until he's destroyed.


*Stage 5*
The Third Moon

Getting past the guy with the chain gun can be a hassle.
Try to have a drone or the long light-sword.
The key is to jump right at the edge of the upper platform (don't try going low to avoid him) and fire away.
You may take a hit but either you or one of your drones should take him out.
Into the anti-gravity chamber, the most consistent strategy is to just go for it.
Start by running down the first embankment and jumping over the hole in the floor.
Then destroy the robot drone.
Now run like hell, jump over the pit and again to the moving spiked platform, firing constantly.
This will take out some of the bad guys.
Pointy moving platforms: Wait for the 3rd platform above you to move out and jump up.
Jump and climb into the 2nd round chamber.
There are two robots that you need to kill before you try to destroy the Anti-Grav. Unit.
Then jump across the chasm and drop down to the next level.
When it rises from the floor, just hammer it with your sword.
When the lasers are coming to get you, either jump straight up or jump over to the other side.
Then hammer again with the sword.
Take out all the bosses again just as you did the first time.
You do have to be careful with the robot-dinosaur so that it doesn't trap you in the far left corner.
Also, it is possible to fall off the second robot centipede if you're not careful.
Just make sure to keep your guy on top of one of his links, not inbetween them.
As you approach the final platform, hammer away at the centipede's head.

- BOSS : The emperor Meio is easy to kill.

If you're low on health, jump straight up than to the right to get the energy powerup (there is a long-sword power up to the left).
When the emperor gets close just hammer away at the fire button.
Even if you get hit, you'll destroy him before he can kill you and finish the game.


- SERIES:


1. Strider Hiryu

2. Strider Hiryu 2


- STAFF:


Object designer: S.Thing, Take.Pong, Tisshu, Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin

Scroll designer: Teiki, Rie.Poo, Ziggy, Rinma, Marilyn, Morilyn, Kintaro

Soft programmer: T.Maruchi, Tae 250r, Mikkun, Tadaken, Kanekon, Dorompa.E, Ka~kuny, Check.Masa

Planning adviser: Arthur, Yossan

Game planner: I Suke


$end

#-----------------------------

#Strike Force

$info=strkforc,
$bio

Strike Force (c) 02/1991 Midway.


- TIPS & TRICKS:


To reach the ultimate bad guy without having to go through the entire enemy starship, you just play the LEFT player, and get yourself killed at the far LEFT end of the starship (the very beginning).
When you reincarnate, you'll be at the far RIGHT end of the board, past the wall (or IN the wall if you weren't far enough left).
The boss will not appear until you move to the left past where he should be (though things will start firing at you immediately).
Kill the boss, get your free credit, start again.


Strategy tip: Kill dreadnoughts with one timewarp and one cluster bomb.
You always get the time warp back, plus other goodies.


Score hogging tip: Clear out all the planets but one, and then fly around from starbase to starbase waiting for dreadnoughts to appear.
Pick 'em off using the above method.
This gets boring after a while, of course...


$end

#----------------------------

#Strike Gunner S.T.G

$info=stg
$bio

Strike Gunner S.T.G (c) 1991 Athena.


- STAFF:


Written and Designed by Undead Tama.

Screen Play: Undead Tama

Sound by Sho.

Produced by Shin Nakamura.

Directed by Undead Tama.


$end

#-----------------------------

#Strike Zone Baseball

$info=strkzone,
$bio

Strike Zone Baseball (c) 02/1988 Leland Corp.


- SERIES:


1. World Series - The Season

2. Baseball The Season II

3. Super Baseball Double Play Home Run Derby

4. Strike Zone Baseball


$end

#-----------------------------

#Strikers 1945 II

$info=s1945ii,
$bio

Strikers 1945 II (c) 1997 Psikyo.


- TIPS & TRICKS:


*Unlock extra maintenance*
If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. (Stage Select - buggy!, BG Test)


- SERIES:


1. Strikers 1945

2. Strikers 1945 II

3. Strikers 1945 Plus

4. Strikers 1999


- STAFF:


Yoshiyuki Takami, Shin Nakamura, Hiroshi Yamada, Shiori Saito, Naozumi Yorichika, Hideyuki Oda, Yoko Tsukagoshi, Masaki Izutani, Norikazu Takemori, Emi Taniguchi, Keisuke Takagi, Hideto Kamioka, Keizo Fujita, Kunio Asahara, Kenichi Fujita, Kunihiko Nogomi


$end

#-----------------------------

#Strikers 1945 Plus

$info=s1945p,
$bio

Strikers 1945 Plus (c) 12/1999 Psikyo.


- TRIVIA:


This is Psikyo's first game developed and released for the Neo-Geo MVS System.


- TIPS & TRICKS:


*Play as Ascender*
At the selection screen, highlight the "?" symbol, and press: Up+A+B.


- SERIES:


1. Strikers 1945

2. Strikers 1945 II

3. Strikers 1945 Plus

4. Strikers 1999


$end

#-----------------------------

#Subroc-3D

$info=subroc3d,
$bio

Subroc-3D (c) 08/1982 Sega.


$end

#-----------------------------

#Subs

$info=subs,
$bio

Subs (c) 05/1979 Atari.


- TRIVIA:


Subs was the first multi-monitor game.
Players stood on opposite sites of each other and used radar to find the others hidden sub, and blow it away.
In addition to the dual monitor, this was the first game with an operator optional add-a-coin or regular credit coinage mode.
In add-a-coin mode, the game can be set on eight different times per coin.


$end

#-----------------------------

#Sundance

$info=sundance,
$bio

Sundance (c) 10/1979 Cinematronics.


- TRIVIA:


The vector game PCB that Sundance ran on was the original Rosenthal design that Space Wars used, except there was a lot of cut-and-jumpering done to allow for the varying degrees of intensity that the vectors could show.
Hence, the game was quite fragile and none of the machines lasted very long.
Sundance had grids in space years before Tempest.
Skelly felt the game lacked the anxiety element needed in a good game, and begged Cinematronics not to release it.


- STAFF:


Designed and programmed by Tim Skelly.


$end

#-----------------------------

#Sunset Riders

$info=ssriders,ssrdrabd,ssrdrjbd,ssrdrubc,ssrdruac,ssrdruda,ssrdrebc,ssrdrebd,
$bio

Sunset Riders (c) 09/1991 Konami.


- STAFF:


Director: H. Tsujimoto

Art director: R. Itoh

Animation director: Waitel, Schenker & Takeshi

Sound advisor: B. Maezawa

Music: M. Furukawa

Sound effects: K. Fukui

Production design: N. Sato, H. Hanatani

Electronic engineer: K. Furukawa


$end

#-----------------------------

#Super Bagman

$info=sbagman,sbagmans,
$bio

Super Bagman (c) 04/1984 Valadon Automation.

Also licensed to Stern for US manufacture and distribution.


- SERIES:


1. Bagman

2. Super Bagman


$end

#-----------------------------

#Super Baseball Double Play Home Run Derby

$info=dblplay,
$bio

Super Baseball Double Play Home Run Derby (c) 1987 Tradewest / Leland Corp.


- SERIES:


1. World Series - The Season

2. Baseball The Season II

3. Super Baseball Double Play Home Run Derby

4. Strike Zone Baseball


$end

#-----------------------------

#Super Basketball

$info=sbasketb,sbasketu,
$bio

Super Basketball (c) 09/1984 Konami.


- TRIVIA:


This is the first basketball game presented by Konami.


- TIPS & TRICKS:


Super Basketball's angle and timing rules:

Free Throws:
41-44 and 46-49% = 1 pt and 3 seconds,
45% = 2 pts and 5 seconds.

Jump Shots:
Varies by location, 45% sinks from anywhere ("nice shot"), 5 seconds.

Dunk Shots:
Same as above, grants one extra second.

Lose 5 seconds for each turnover, unless game clock is already at :09 or below.


Speed and time are essential.
The big points are scored on the after-game bonuses, and you need to score tons of points to beat the World Champs.
Here's how:

The primary sweet spot on the floor is the baseline (right edge) on the right (bottom) side of the basket, anywhere inside 3 point range.
You can win most games shooting only from here.
Dribble there every chance you get and shoot while running out of bounds -- the computer can't block the shot and any reasonably angled shot will go in.

The secondary sweet spot is the bottom left corner of the free throw line.
Periodically one of your players will post up in this spot -- a quick pass to him results in an easy shot if it's taken immediately.
The computer can sometimes stop the play, but it's such a fast striking shot that it can pay off big when time is running low.

Basic strategy is score fast, score often, you need the time.
Pass north-south, not east-west and you can get around the defenders to the baseline.
Take most of your shots from there as outlined above, and you should score fast enough to beat most teams.


On bonus shot screens, just shoot like crazy.
You can have multiple balls onscreen at once, so don't bother aiming.


After about the 4th team, you're better off just avoiding passing altogether as they pick off the balls too often.


Move diagonally as much as possible rather than straight forward, and when under the hoop, you don't need to make a full jump to get it in easy - that just makes it easier to be blocked.


When you're shooting free throws, hold down the shoot button until the angle indicator is between 85 and 90 degrees.
The ball will go straight up, bounce off the shooter's head, and bounce off the screen, awarding you a 5,000 point bonus.


If you're moving without the ball (say after a shot, to go rebound) it seems that you can run faster if you "dribble" even though you don't have a ball to do that with.


$end

#-----------------------------

#Super Bobble Bobble

$info=sboblbob,
$bio

Super Bobble Bobble

This game is a bootleg of Bubble Bobble.


$end

#----------------------------

#Super Bond

$info=superbon,
$bio

Super Bond (c) 19??.

This game is a bootleg.


$end

#-----------------------------

#Super Breakout

$info=sbrkout,
$bio

Super Breakout (c) 09/1978 Atari.


- STAFF:


Designed and programmed by Ed Logg.


$end

#-----------------------------

#Super Bug

$info=superbug,
$bio

Super Bug (c) 09/1977 Atari / Kee.


- TRIVIA:


Howie Delman's first Coin-operated video game.
It's original name was "City Driver".


- STAFF:


Designed and programed by Howard Delman.


$end

#-----------------------------

#Super Burger Time

$info=supbtime,supbtimj,
$bio

Super Burger Time (c) 12/1990 Data East.


- SERIES:


1. Burger Time

2. Peter Pepper's Ice Cream Factory

3. Super Burger Time


- STAFF:


Game Designer: Koji Akibayashi

Software: Mr. Mentaiko, Virago Yamasaki, Naoya Hanada

Graphic Designer: Mario Watanabe, Yoshiyuma

Sound: Tatsuya Kiuchi Tomtom Sato

Hardware: Hiroyuki Iwabe

Reserve Man: Furiten Nishi


$end

#-----------------------------

#Super Buster Bros.

$info=sbbros,
$bio

Super Buster Bros. (c) 1990 Capcom / Mitchell.

This game was also released outside US as Super Pang.


- TIPS & TRICKS:


*Win 500 points in "Panic Mode"*
Hold down the joystick and 500 points will be added to your score every few seconds.


*Win 100.000 points in "Panic Mode"*
If you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100.000 points, but the speed of the balls with suddenly become extremely fast.


- SERIES:


1. Buster Bros.

2. Super Buster Bros.

3. Buster Buddies


- STAFF:


Planner: Uda, Kuwahara

Designer: Kurihara, Furukawa

Programmer: Shinohara, Nakai

Composer: Takaoka


$end

#-----------------------------

#Super Casino

$info=sucasino,
$bio

Super Casino (c) 1984 Data Amusement.


$end

#-----------------------------

#Super Champion Baseball

$info=sbasebal,
$bio

Super Champion Baseball (c) 07/1989 Alpha Denshi.


$end

#-----------------------------

#Super Chase - Criminal Termination

$info=superchs,
$bio

Super Chase - Criminal Termination (c) 1992 Taito.


- SERIES:


1. Chase H.Q.

2. Special Criminal Investigation

3. Super Chase - Criminal Termination


- STAFF:


Planner: Seiji Kawakami, Nobuhiro Hiramatsu

Main programer: Akira Ohtsuki

Enemy programer: Hiroshi Aoki, Takeshi Higuchi

Demo programer: Masashi Tsuzura, Kouji Tsunekiyo

Course edit: Takashi Kurosawa

Director designer: Seiji Kawakami, Nobuhiro Hiramatsu

Object designer: Shinjiroh Sugitani

Demo designer: Takayuki Isobe

Nancy designer: Tomohisa Yamashita

Assistant designer: Peacock

All song create: Yasuhisa Watanabe

S.E & voice data: Katsuhisa Ishikawa, Team Zuntata

System engineer: Yasuhiro Shibuya, Hajime Rga, Hironobu Suzuki

Mechnanic engineer: Kazuhisa Tabuchi, Kazuhiro Kawabata, Jun Nishiyama

Designer: Yoshinori Aiura, Hidetomo Ogino


$end

#-----------------------------

#Super Cobra

$info=scobra,scobras,scobrab,scobrase,
$bio

Super Cobra (c) 03/1981 Konami.

Also licensed to Stern (07/1981), and Sega.


- SERIES:


1. Scramble

2. Super Cobra


$end

#-----------------------------

#Super Contra

$info=scontra,scontraj,
$bio

Super Contra (c) 01/1988 Konami.


- SERIES:


1. Contra

2. Super Contra


- STAFF:


Written & directed by H. Tsujimoto

Assistant director: K. Wada

Associate to directors: S. Fujiwara, T. Koudo

Production sound mixer: Y. Uno

Music editor: K. Muraoka, M. Furukawa

Art director: K. Nakamura

Set director: N. Sugita

Tittles: H. Takatani, N. Ishii

Makeup supervisor:  M. Moriyama

Conceptual artist: T. Jinbo

Electronics design: K. Hashima

Publicity supervisor: F. Shibuya

Still photographer: J. Tanaka

Translator: K. Hayashi

Produced by K. Hiroshita


$end

#-----------------------------

#Super Cross II

$info=sprcros2,
$bio

Super Cross II (c) 1986 GM Shoji.


$end

#-----------------------------

#Super Cup Finals

$info=scfinals,
$bio

Super Cup Finals (c) 11/1993 Taito.

This game is also known as Taito Cup Finals, and is known in Japan as Hat Trick Hero '93.


- STAFF:


Planner: Takeshi Kobori

Character design: Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani

Software: Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi

Design: Naoto Hashizume, Takeshi Kobori

Sound: Shuichiro Nakazawa (Zuntata)

Hardware: Katsumi Kaneoka


*Cast*

Player & Gk: Masashi Tsuzura

Manager: Suminori Hase, Yuji Sakamoto

Referee: Shin Tanaka

Lady: Seiji Kawakami

Doctor: Hiroto Nizato

Nurse: Hiromi Mikami

Stunt: Tomohisa Yamashita


Assistant: Shin Tanaka

Director: Takeshi Kobori, Marutake


$end

#-----------------------------

#Super Dodge Ball

$info=spdodgeb,
$bio

Super Dodge Ball (c) 11/1987 Technos.

This game is known in Japan as Nekketsu Koukou Dodgeball Bu.


$end

#-----------------------------

#Super Dodge Ball (Neo-Geo)

$info=sdodgeb,
$bio

Super Dodge Ball (c) 1996 Technos.

This game is known as Kunio no Nekketsu Toukyuu Densetsu.


$end

#----------------------------

#Super Duper Casino

$info=usg32,
$bio

Super Duper Casino (c) 1987 U.S. Games.


$end

#----------------------------

#Super Earth Invasion

$info=earthinv,
$bio

Super Earth Invasion (c) 1980 Competitive Video.

This game is a bootleg of Space Invaders.


$end

#----------------------------

#Super Formula

$info=sformula,
$bio

Super Formula (c) 1989 V-System.

This game is known outside Japan as Tail to Nose - Great Championship.


$end

#----------------------------

#Super Galaxians

$info=superg,
$bio

Super Galaxians

This game is a hack of Galaxian.


- UPDATES:


The game is faster than the original.


$end

#----------------------------

#Super Gem Fighter Mini Mix

$info=sgemf,sgemfa,sgemfh,
$bio

Super Gem Fighter Mini Mix (c) 09/1997 Capcom.

This game is known in Japan as Pocket Fighter.


- TIPS & TRICKS:


*Play as Gouki*
At the character select screen, highlight Ryu and press Left.


*Play as Dan*
At the character select screen, highlight Ken and press Right.


- SERIES:


1. Super Gem Fighter Mini Mix

2. Pocket Fighters II - The Revenge of the New Challengers


- STAFF:


Object Design: Ino, Nishimura Masaru, Yorio, Shigeyama, Ohsumi Tomohiko, Mayano, Kimikimo & Sema, Iwasaki, Ikusan Z, Kitasan, Rumichan, Tamura Chizuko

Scroll Design: Takako Nakamura, H.Ohnishi, Ojiji, Hirokazu Yonezuka, Youichi Tanoue, R.Uno

Character Design: Edayan, I.Yamazaki, Jiwasaki, Sakomizu, Babatin, Uka-Bin

Music Compose & Arrangement: Isao Abe, Yuki Iwai, Setsuo Yamamoto

Sound Design: Satoshi Ise, Ryoji, Hiroshi Ohno

Voice: Amano Yuri, Araki Kae, Ishii Naoko, Iwanaga Tetsuya, Sasamoto Yuko, Jinguji Yayoi, Takagi Wataru, Nishimura Tomomichi, Neya Michiko, Hoshi Souichiro, Hosoi Osamu, Miyamura Yuko

Programmer: Knight Rider Giu, Senor, Pon, Ittetsu, Hyper Shinchan, Minomiya, Cham, Hard.Yas - Enemy -, Team Dirty Beret

Game Design: Spp Iorya, Muraski Umagoyashi, Burns Fuji, Ohashi Mamoru, Team Sadogatake

Producer: Takashi Sado

General Producer: Noritaka Funamizu

Executive Producer: Yoshiki Okamoto


$end

#-----------------------------

#Super Glob

$info=suprglob,
$bio

Super Glob (c) 1983 Epos.

This game is also known as The Glob, and Beastie Feastie.


$end

#-----------------------------

#Super Hang-On

$info=shangon,shangonb,
$bio

Super Hang-On (c) 04/1987 Sega.

The bootleg version was released in 1992.


- SERIES:


1. Hang-On

2. Hang-On Jr.

3. Super Hang-On


$end

#-----------------------------

#Super High Impact

$info=shimpact,
$bio

Super High Impact (c) 09/1991 Midway.


- SERIES:


1. High Impact Football

2. Super High Impact


$end

#-----------------------------

#Super Invader Attack

$info=sia2650,
$bio

Super Invader Attack (c) 1978 Zaccaria / Zelco.

This game is also known as The Invaders.


$end

#-----------------------------

#Super Invaders

$info=superinv,sinvemag,sinvzen,
$bio

Super Invaders

This game is a bootleg of Space Invaders.


- UPDATES:


This version is one-player only.


$end

#-----------------------------

#Super Locomotive

$info=suprloco,
$bio

Super Locomotive (c) 1982 Sega.


- STAFF:


Designed and programmed by Fukumura Mizunaga.


$end

#-----------------------------

#Super Marukin-Ban

$info=marukin,
$bio

Super Marukin-Ban (c) 1990 Yuga.


$end

#-----------------------------

#Super Missile Attack

$info=suprmatk,
$bio

Super Missile Attack (c) General Computer.

This game is a hack of Missile Command.


- UPDATES:


In this game, the addition of attack ships, including the dreaded UFO which has a laser canon.


$end

#-----------------------------

#Super Moon Cresta

$info=smooncrs,
$bio

Super Moon Cresta

This game is a hack of Moon Cresta.


- UPDATES:


This is the same as the original except faster and the aliens drop bombs at you.


$end

#-----------------------------

#Super Mouse

$info=suprmous,
$bio

Super Mouse (c) 1982 Taito.

This game is also known as Funny Mouse.


$end

#-----------------------------

#Super Muscle Bomber - The International Blowout

$info=smbomb,smbombr1,
$bio

Super Muscle Bomber - The International Blowout (c) 08/1994 Capcom.

This game is known outside Japan as Ring of Destruction - Slammasters II.


- STAFF:


Character Design & Illustration: Tetsuo Hara

Planning: Tomy Ari

Object: Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, Takechan, Hirohito, Kamamesi, Rumichan

Scroll: Ziggy, Miyao, Taka

Program: K. Nakai, Shaver, Tate, Raoh

Sound: T. Kajino, Shun, Oyaji

Assist: B G, Batayon, Hideo, Tora, Hin-Hans, PONTA, Hiroaki.K


$end

#-----------------------------

#Super Pac-Man

$info=superpac,superpcm,
$bio

Super Pac-Man (c) 10/1982 Namco.

Also licensed to Bally Midway for US manufacture and distribution. (11/1982)


- SERIES:


1. Pac-Man

2. Ms. Pac-Man

3. Super Pac-Man

4. Pac-Man Plus

5. Jr. Pac-Man

6. Pac & Pal

7. Pac-Land

8. Pac-Mania


$end

#-----------------------------

#Super Pang

$info=spang,
$bio

Super Pang (c) 1990 Mitchell.

This game was also released by Capcom for US as Super Buster Bros.


- TIPS & TRICKS:


*Win 500 points in "Panic Mode"*
Hold down the joystick and 500 points will be added to your score every few seconds.


*Win 100.000 points in "Panic Mode"*
If you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100.000 points, but the speed of the balls with suddenly become extremely fast.


- SERIES:


1. Pang

2. Super Pang

3. Pang! 3


- STAFF:


Planner: Uda, Kuwahara

Designer: Kurihara, Furukawa

Programmer: Shinohara, Nakai

Composer: Takaoka


$end

#-----------------------------

#Super Pierrot

$info=spiero,
$bio

Super Pierrot (c) 1987 Universal.

This game is known outside Japan as Do! Run Run.


- UPDATES:


The maze graphics are slightly different than Do! Run Run.


- TIPS & TRICKS:


Try to make concentric circle patterns from the outermost edge in, "eating" the outermost cherries, dots or whatever each time.
This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult.


$end

#-----------------------------

#Super Pinball Action

$info=spbactn,
$bio

Super Pinball Action (c) 1991 Tecmo.


$end

#-----------------------------

#Super Pool III

$info=spool3,spool3i,
$bio

Super Pool III (c) 1989 Data East.

Also licensed to I-Vics.

This game is also known as Pocket Gal.


- STAFF:


Program: Minagawa, Shinichi

Design: Kinta58000

Graphics: Masa, Fusimi, Astaroth, Mixman

Sound: Hitomi, Tatsuya, Maro, Azusa


$end

#----------------------------

#Super Punch-Out!!

$info=spnchout,spnchotj,
$bio

Super Punch-Out!! (c) 09/1984 Nintendo.


- SERIES:


1. Punch-Out!!

2. Super Punch-Out!!


$end

#----------------------------

#Super Puzzle Fighter 2 Turbo

$info=spf2t,
$bio

Super Puzzle Fighter 2 Turbo (c) 06/1996 Capcom.

This game is known in Japan as Super Puzzle Fighter 2 X.


- TIPS & TRICKS:


*play as Akuma (Gouki)*
Move to Morrigan if you're player one or to Felicia if you're player two.
Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button.
Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button.


*Play as Dan*
Move to Morrigan if you're player one or to Felicia if you're player two.
Press and hold Start, move the joystick Down 13 times and then hit any other button.


*Play as Devilot*
Move to Morrigan if you're player one or to Felicia if you're player two.
Press and hold the Start button and move the joystick Down 13 times.
Wait for the clock to reach 10 seconds and then hit any other button.


- STAFF:


Game Design: Murasaki Umagoyasi, SPP Iorya

Programmer: Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet

Scroll Design: Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro

Character Design: Edayan, Goidanokei

Object Design: Masarusan N, Ino, Aska

Sound Design: Hiroaki "X86K" Kondo

Sound Assist: Satoshi Ise

Music Composer & Arrangement: Tatsuro- Szuki, Isao Ave, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Anarchy "Takapon"

Voice: Araki Kae, Iwanaga Tetsuya, Sasamoto Yuko, Jinguji Yayoi, Nishimura Tomomichi, Hoshi Souichiro, Hosoi Osamu, Miyamura Yuko

Producer: Noritaka Funamizu, Saddy

Sound Staff: Hideki Okugawa, Ryoji Yamamoto

Design Staff: Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu

Voice Actor: Tomoyuki Morikawa, Jin Yamanoi, Miyuki Yamamoto ((c)Artsvision)

Producer: Yoshimi Ohnishi

General Producer: Noritaka Funamizu

Supervisor: Yoshiki Okamoto


$end

#----------------------------

#Super Puzzle Fighter 2 X

$info=spf2xj,
$bio

Super Puzzle Fighter 2 X (c) 05/1996 Capcom.

This game is known outside Japan as Super Puzzle Fighter 2 Turbo.


- TIPS & TRICKS:


*Play as Akuma (Gouki)*
Move to Morrigan if you're player one or to Felicia if you're player two.
Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button.
Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button.


*Play as Dan*
Move to Morrigan if you're player one or to Felicia if you're player two.
Press and hold Start, move the joystick Down 13 times and then hit any other button.


*Play as Devilot*
Move to Morrigan if you're player one or to Felicia if you're player two.
Press and hold the Start button and move the joystick Down 13 times.
Wait for the clock to reach 10 seconds and then hit any other button.


- STAFF:


Game Design: Murasaki Umagoyasi, SPP Iorya

Programmer: Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet

Scroll Design: Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro

Character Design: Edayan, Goidanokei

Object Design: Masarusan N, Ino, Aska

Sound Design: Hiroaki "X86K" Kondo

Sound Assist: Satoshi Ise

Music Composer & Arrangement: Tatsuro- Szuki, Isao Ave, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Anarchy "Takapon"

Voice: Araki Kae, Iwanaga Tetsuya, Sasamoto Yuko, Jinguji Yayoi, Nishimura Tomomichi, Hoshi Souichiro, Hosoi Osamu, Miyamura Yuko

Producer: Noritaka Funamizu, Saddy

Sound Staff: Hideki Okugawa, Ryoji Yamamoto

Design Staff: Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu

Voice Actor: Tomoyuki Morikawa, Jin Yamanoi, Miyuki Yamamoto ((c)Artsvision)

Producer: Yoshimi Ohnishi

General Producer: Noritaka Funamizu

Supervisor: Yoshiki Okamoto


$end

#-----------------------------

#Super Qix

$info=superqix,sqixbl,
$bio

Super Qix (c) 1987 Taito.


- TIPS & TRICKS:


Ever wonder why the attract mode says "Go for 98%"?
It's because if you cover at least 98% of the playing surface, you're rewarded with a free credit.
This is very possible if you get the "freeze" powerup.


When finishing a level, try to trap the Qix in the area that gets filled in when you draw your last line.
If you do this successfully, the game will assume that you filled in 99% of the playfield and award you a 29,000-point bonus.


You can get bonuses for spelling out certain words in Super Qix.
For the first word, "castle", it's a 60,000 point bonus for spelling the word entirely, and you get a free ride to the next level no matter what percent of space you've filled.


Here is the list of the words you have to complete to get the PERFECT bonus :

01: CASTLE

02: THUNDER

03: ROCKMAN

04: DRAGON

05: FANFARE

06: PLANET

07: GERDEN (might be GARDEN, depending on bootlegs)

08: JUNGLE

09: TOYBOX

10: FOUNTAIN

11: MERMAID

12: CHIP

13: FLOWER

14: TENGU

15: ROCKET

16: REDCATS

You get 10,000 points of bonus for each letter in the word.


- SERIES:


1. Qix

2. Super Qix

3. Twin Qix


$end

#-----------------------------

#SRD - Super Real Darwin

$info=srdarwin,srdarwnj,
$bio

SRD - Super Real Darwin (c) 10/1987 Data East.


$end

#-----------------------------

#Super Real Mahjong Part 2

$info=srmp2,
$bio

Super Real Mahjong Part 2 (c) 1987 Seta.


- SERIES:


1. Super Real Mahjong

2. Super Real Mahjong Part 2

3. Super Real Mahjong Part 3

4. Super Real Mahjong Part 4

5. Super Real Mahjong Part 5

6. Super Real Mahjong Part 6

7. Super Real Mahjong Part 7


$end

#-----------------------------

#Super Real Mahjong Part 3

$info=srmp3,
$bio

Super Real Mahjong Part 3 (c) 1988 Seta.


- SERIES:


1. Super Real Mahjong

2. Super Real Mahjong Part 2

3. Super Real Mahjong Part 3

4. Super Real Mahjong Part 4

5. Super Real Mahjong Part 5

6. Super Real Mahjong Part 6

7. Super Real Mahjong Part 7


$end

#-----------------------------

#Super Real Mahjong Part 4

$info=srmp4,
$bio

Super Real Mahjong Part 4 (c) 1993 Seta.


- SERIES:


1. Super Real Mahjong

2. Super Real Mahjong Part 2

3. Super Real Mahjong Part 3

4. Super Real Mahjong Part 4

5. Super Real Mahjong Part 5

6. Super Real Mahjong Part 6

7. Super Real Mahjong Part 7


$end

#-----------------------------

#Super Real Mahjong Part 7

$info=srmp7,
$bio

Super Real Mahjong Part 7 (c) 1997 Seta.


- SERIES:


1. Super Real Mahjong

2. Super Real Mahjong Part 2

3. Super Real Mahjong Part 3

4. Super Real Mahjong Part 4

5. Super Real Mahjong Part 5

6. Super Real Mahjong Part 6

7. Super Real Mahjong Part 7


$end

#-----------------------------

#Super Shangai Dragon's Eye

$info=sshangha,sshanghb,
$bio

Super Shangai Dragon's Eye (c) 1992 Hot-B.


$end

#-----------------------------

#Super Sidekicks

$info=ssideki,
$bio

Super Sidekicks (c) 12/1992 SNK.

This game is known in Japan as Tokuten Ou.


- SERIES:


1. Super Sidekicks

2. Super Sidekicks 2 - The World Championship

3. Super Sidekicks 3 - The Next Glory

4. The Ultimate 11 - Snk Football Championship

5. NeoGeo Cup '98 - The Road to the Victory


- STAFF:


Producer: Eikichi Kawasaki

Planner: Ishimotti

Sound: Jojouha Kitapy, Yoko

Designer: Mioshi, S.K., Younger Face, E.Kojitani, J-Mikami, Mori-P

Programmer: Mabushi, Narutaki, Ep82boy.


$end

#-----------------------------

#Super Sidekicks 2 - The World Championship

$info=ssideki2,
$bio

Super Sidekicks 2 - The World Championship (c) 04/1994 SNK.

This game is known in Japan as Tokuten Ou 2 - Real Fight Football.


- SERIES:


1. Super Sidekicks

2. Super Sidekicks 2 - The World Championship

3. Super Sidekicks 3 - The Next Glory

4. The Ultimate 11 - Snk Football Championship

5. NeoGeo Cup '98 - The Road to the Victory


- STAFF:


President: Eikichi Kawasaki

Chief programmer: Uzumasa

Main programmer: Ep82boy.

Programmer: Yuritan, T. Nakamura

Chief designer: Yellow Beat

Main designer: Mic-Senbey, Mina, Mittu!!!

Designer: Shio Shio Shio(c), Tetujin, Geogemichael, Mr. ?9Adachi, Tenchan, Marche

Models: Bug Stopper, James W. Hove, River Field, Mr. Go, Yuz-Senbey, Tommy Shu, Carge, Beach Round

Sound: Jojouha Kitapy, Brother Hige, Akibon

Planner: Snk R&D Center, Rosanjin


$end

#-----------------------------

#Super Sidekicks 3 - The Next Glory

$info=ssideki3,
$bio

Super Sidekicks 3 - The Next Glory (c) 03/1995 SNK.

This game is known in Japan as Tokuten Ou 3 - Eikoue no Michi.


- SERIES:


1. Super Sidekicks

2. Super Sidekicks 2 - The World Championship

3. Super Sidekicks 3 - The Next Glory

4. The Ultimate 11 - Snk Football Championship

5. NeoGeo Cup '98 - The Road to the Victory


- STAFF:


President: Eikichi Kawasaki

Director: H. Kawano

Planner: Snk R&D Center, Fighting Shooter

Chief programmer: Uzumasa Seven

Main programmer: Ej20Wrx, Yuritaro

Programmer: Toppo George

Sound: Ackey, Pearl Shibakichi

Designer: Kanitaro, Performaru, Shio Shio Shio©, Gow Travolta, Daisy"Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline

Models: Tom Powell, Bug Stoper, H.Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy"Tateko", Tenuking, Performaru-2, george.Y, Tom.Karji, Bruce Tee, J.Miki, Gc8-Wrx, Jighoh Ninomiya


$end

#----------------------------

#Super Slams

$info=suprslam,
$bio

Super Slams (c) 1995 Banpresto / Toei Animation.


- STAFF:

Producer: K. Suzuki

Main Planner: S. Nozaki

Sub Planner: K. Matsunami

Main Program: Yagiyama

Program: Yoko, Kazuya "Kazuma", M. "RX-R" Kawaguchi, Any L3

Chief Design: Kaz. Adachi

Sub Chife Design: Nakajima 500

Design: Hiki, Ikeneko, Gigus, Suga Shoko, H. Motono

Sound: Hoso-Q


$end

#-----------------------------

#Super Space Invaders '91

$info=ssi,
$bio

Super Space Invaders '91 (c) 11/1990 Taito.

This game is known in Japan as Majestic Twelve - The Space Invaders Part IV.


- SERIES:


1. Space Invaders

2. Space Invaders Deluxe

3. Return of the Invaders

4. Super Space Invaders '91

5. Space Invaders DX

6. Space Invaders '95 - The Attack of Lunar Loonies


- STAFF:


Director: Ichiro Fujisue

Game Design: Tomohiro Ohno

Software: Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma

Hardware: Yasuhiro Shibuya

Character Design: Takatsuna Senba, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa

Design: Rintaro Doi, Kumi Mizobe

Sound: Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino


Dedicated to Katsujiro Fujimoto from All Staff.


$end

#-----------------------------

#Super Sprint

$info=ssprint,
$bio

Super Sprint (c) 04/1986 Atari Games.


- TRIVIA:


The sequel to Sprint I, these games carry on the same simple gameplay while adding a few new elements, such as the ability to pick up wrenches for adding modifications to the player's car, and challenging new tracks.


- STAFF:


Designed and programmed by Robert Weatherby and Kelly Turner.

Art and animation by Will Noble, Kris Moser, and Sam Comstock.

Audio by Hal Canon.


$end

#----------------------------

#Super Spy, The

$info=superspy,
$bio

The Super Spy (c) 10/1990 SNK.


- STAFF:


Boss: Eikichi Kawasaki

Programmer: Hiroshi & Tadashi, Magi2, Kura

Sound Composer: Papaya

S.E: Tarkun, Shimizum

Produce: Konny

Planner: Akira Goto

Front: Tsukamichi Atsu, N M, UG Wada, Takeshi Kimura

Scroll: Moriya, Take P Natsuji, Wara, Tony Oki, Kyoko T


$end

#-----------------------------

#Super Stingray

$info=sstingry,
$bio

Super Stingray (c) 1986 Alpha Denshi.


$end

#-----------------------------

#Super Street Fighter II Turbo

$info=ssf2t,ssf2tu,ssf2ta,
$bio

Super Street Fighter II Turbo (c) 02/1994 Capcom.

This game is known in Japan as Super Street Fighter II X - Grand Master Challenge.


- TIPS & TRICKS:


*Play as Akuma*
At the character select screen:
highlight Ryu and hold for 3 sec.,
highlight T.hawk and hold for 3 sec.,
highlight Guile and hold for 3 sec.,
highlight Cammy and hold for 3 sec.,
Finaly, highlight Ryu and hold for 3 sec.,
Press all 3 punches and Start at the same time at the end of you counting.


- SERIES:


1. Street Fighter

2. Street Fighter II - The World Warrior

3. Street Fighter II' - Champion Edition

4. Street Fighter II' - Hyper Fighting

5. Super Street Fighter II - The New Challengers

6. Super Street Fighter II Turbo

7. Street Fighter - The Movie

8. Street Fighter Alpha - Warrior' Dreams

9. Street Fighter EX

10. Street Fighter EX Plus

11. Street Fighter Alpha 2

12. Street Fighter EX 2

13. Street Fighter Alpha 3

14. Street Fighter EX 2 Plus


$end

#-----------------------------

#Super Street Fighter II - The New Challengers

$info=ssf2,ssf2j,ssf2jr1,ssf2jr2,ssf2a,ssf2ar1,
$bio

Super Street Fighter II - The New Challengers (c) 09/1993 Capcom.

A special version of this game is known as Super Street Fighter II - The Tournament Battle.


- TRIVIA:


This was the first game made for the Capcom CPS2 system.

While New Challengers Cammy, Fei Long, and T. Hawk were created by Japanese employees at Capcom.
The Jamaican kickboxer DeeJay was created by James Goddard of Capcom USA.


- SERIES:


1. Street Fighter

2. Street Fighter II - The World Warrior

3. Street Fighter II' - Champion Edition

4. Street Fighter II' - Hyper Fighting

5. Super Street Fighter II - The New Challengers

6. Super Street Fighter II Turbo

7. Street Fighter - The Movie

8. Street Fighter Alpha - Warrior' Dreams

9. Street Fighter EX

10. Street Fighter EX Plus

11. Street Fighter Alpha 2

12. Street Fighter EX 2

13. Street Fighter Alpha 3

14. Street Fighter EX 2 Plus



- STAFF:


Planner: Poo, Mucchi

Character Designer: Kursan, Ikusan Z, Q, Yorio, Tanuki, Katuragi, Matunanga, Rikagon, Simpsons, Pei, Mikiman, Buppo, M. Okazaki, Taka, Akiko, K. Crown, Shibataro

Programmer: SHIN., KID, MiN, EGW, AOI MIX, Tarabar

Music: Syun, Oyaji

Sound: Nobu., Toshio


$end

#-----------------------------

#Super Street Fighter II X - Grand Master Challenge

$info=ssf2xj,
$bio

Super Street Fighter II X - Grand Master Challenge (c) 02/1994 Capcom.

This game is known outside Japan as Super Street Fighter II Turbo.


- TIPS & TRICKS:


*Play as Akuma*
At the character select screen:
highlight Ryu and hold for 3 sec.,
highlight T.hawk and hold for 3 sec.,
highlight Guile and hold for 3 sec.,
highlight Cammy and hold for 3 sec.,
Finaly, highlight Ryu and hold for 3 sec.,
Press all 3 punches and Start at the same time at the end of you counting.


- SERIES:


1. Street Fighter

2. Street Fighter II - The World Warrior

3. Street Fighter II' - Champion Edition

4. Street Fighter II' - Hyper Fighting

5. Super Street Fighter II - The New Challengers

6. Super Street Fighter II X - Grand Master Challenge

7. Street Fighter - The Movie

8. Street Fighter Zero

9. Street Fighter EX

10. Street Fighter EX Plus

11. Street Fighter Zero 2

12. Street Fighter EX 2

13. Street Fighter Zero 3

14. Street Fighter EX 2 Plus


$end

#-----------------------------

#Super Street Fighter II - The Tournament Battle

$info=ssf2tb,ssf2tbj,
$bio

Super Street Fighter II - The Tournament Battle (c) 10/1993 Capcom.

This game is a special version of Super Street Fighter II - The New Challengers that was used only for tournaments.


$end

#-----------------------------

#Super Ten

$info=usg83,
$bio

Super Ten (c) 1988 U.S. Games.


$end

#-----------------------------

#Super Toffy

$info=stoffy,
$bio

Super Toffy (c) 1994 Midas.

Licensed to Unico.


- SERIES:


1. Toffy

2. Super Toffy


$end

#-----------------------------

#Super Volley '91

$info=svolly91,
$bio

Super Volley '91 (c) 1991 Video System.

This game is known outside Japan as Power Spikes.


- SERIES:


1. Super Volley '91

2. Power Spikes II


$end

#-----------------------------

#Super Volleyball

$info=svolley,svolleyk,
$bio

Super Volleyball (c) 08/1989 V-System.


$end

#-----------------------------

#Super World Court

$info=swcourt,
$bio

Super World Court (c) 1992 Namco.


- SERIES:


1. World Court

2. Super World Court


$end

#-----------------------------

#Super World Stadium '92

$info=sws92,sws92g,
$bio

Super World Stadium '92 (c) 10/1992 Namco.


- SERIES:


1. World Stadium

2. World Stadium '89

3. World Stadium '90

4. Super World Stadium

5. Super World Stadium '92

6. Super World Stadium '93

7. Super World Stadium '95

8. Super World Stadium '96

9. Super World Stadium '97

10. Super World Stadium '98

11. Super World Stadium '99


$end

#-----------------------------

#Super World Stadium '93

$info=sws93,
$bio

Super World Stadium '93 (c) 1993 Namco.


- SERIES:


1. World Stadium

2. World Stadium '89

3. World Stadium '90

4. Super World Stadium

5. Super World Stadium '92

6. Super World Stadium '93

7. Super World Stadium '95

8. Super World Stadium '96

9. Super World Stadium '97

10. Super World Stadium '98

11. Super World Stadium '99


$end

#-----------------------------

#Super World Stadium '96

$info=sws96,
$bio

Super World Stadium '96 (c) 1996 Namco.


- SERIES:


1. World Stadium

2. World Stadium '89

3. World Stadium '90

4. Super World Stadium

5. Super World Stadium '92

6. Super World Stadium '93

7. Super World Stadium '95

8. Super World Stadium '96

9. Super World Stadium '97

10. Super World Stadium '98

11. Super World Stadium '99


$end

#-----------------------------

#Super World Stadium '97

$info=sws97,
$bio

Super World Stadium '97 (c) 1997 Namco.


- SERIES:


1. World Stadium

2. World Stadium '89

3. World Stadium '90

4. Super World Stadium

5. Super World Stadium '92

6. Super World Stadium '93

7. Super World Stadium '95

8. Super World Stadium '96

9. Super World Stadium '97

10. Super World Stadium '98

11. Super World Stadium '99


$end

#-----------------------------

#Super Xevious

$info=sxevious,
$bio

Super Xevious (c) 1984 Namco.


- STAFF:


Evezoo End ,M. Nakamura, Eirry Mov., S. Okamoto, S. Kojima


- UPDATES:


This game is not a sequel of Xevious, this is an update!

The Gameplay is very much like the original Xevious, but the play is a little more difficult.
Several new enemies are introduced, including a silver Galaxian flagship, two jet planes, a helicopter, and a dark yellow tank.


$end

#-----------------------------

#Super Zaxxon

$info=szaxxon,
$bio

Super Zaxxon (c) 11/1982 Sega.


- SERIES:


1. Zaxxon

2. Super Zaxxon


$end

#-----------------------------

#Superbike

$info=superbik,
$bio

Superbike (c) 1983 Century Electronics.


$end

#-----------------------------

#Superman

$info=superman,
$bio

Superman (c) 1988 Taito.


- STAFF:


Game design: Hidehiro Fujiwara

Program: Tohru Sugawara, Hideaki Tomioka, Hideki Hashimoto, Mari Iwano, Tadakazu Aono

Character design: Nenko Nishimura

Art design: Yoshihiro Wakita, Junji Yarita, Taira Sanuki, Shinobu Iwabuchi, Akira Saito, Minori Ishino, Takako Kozima, Toshiyuki Nishimura

Hardware: Noboru Yasukawa

Music sfx: Masahiko Takaki, Kazuyuki Ohnui, Splatter A., Takami Asano

Graphic design: Natsuki Hirosawa


$end

#-----------------------------

#Surprise Attack

$info=surpratk,
$bio

Surprise Attack (c) 1990 Konami.


- STAFF:


Program Design: Heart Yoshinobu, Lambada Minakata, Square Morimoto, Stardust Masa, H. Akamatsu

Character Design: Prince Kukino, Depeche Yamashita, Wink Yamada

Sound Design: Michael Maezawa, Pretty Miki-Chang, Moai Sasaki, La Nakamur

Hardware Design: Komekome Konishi

Visual Design: H. Yoshihashi, K. Kamiya


$end

#-----------------------------

#Survival Arts

$info=survarts,
$bio

Survival Arts (c) 10/1993 Sammy.


- STAFF:


Director: Mutsuo Haneho

Digitalize graphic designer: Nobuhiho Ikeuchi, Airi Tateishi

Sound composer: Shigeyuki Shinbo

Programer: Yoshio Asai


$end

#-----------------------------

#Susume! Mile Smile

$info=gogomilj,
$bio

Susume! Mile Smile (c) 1995 Fuuki.

This game is known outside Japan as Go! Go! Mile Smile.


- STAFF:


Program: Syaboon, T. Usami

Graphic Desine: Dai, T. Komitan, Pan, Ryoma

Sound Compose: A. Inu. Nishida

Character Voice: T. Ando, M. Watanabe, T. Iwashita, S. Metugi, M. Canale, L. Breed, T. Lukasavitz, G. Crandell

Produce: Y. Takahashi


$end

#-----------------------------

#Swarm

$info=swarm,
$bio

Swarm (c) 1979 Subelectro.

This game is a hack of Galaxian.


- UPDATES:


In this version, after you fire if you move to the side, your shot moves with you.
Also, there is an energy indicator bar (timer, if you like) at the bottom of the screen.


$end

#-----------------------------

#SWAT

$info=swat,
$bio

SWAT (c) 1984 Coreland / Sega.


$end

#-----------------------------

#Swimmer

$info=swimmer,swimmera,swimmerb,
$bio

Swimmer (c) 1982 Tehkan.


$end

#-----------------------------

#Syougi No Tatsujin - Master of Syougi

$info=mosyougi,
$bio

Syougi No Tatsujin - Master of Syougi (c) 09/1995 ADK/SNK.


$end

#-----------------------------

#Syusse Oozumou

$info=ssozumo,
$bio

Syusse Oozumou (c) 1984 Technos.


$end

#-----------------------------

#Syvalion

$info=syvalion,
$bio

Syvalion (c) 1988 Taito.


$end

#-----------------------------

#Tac/Scan

$info=tacscan
$bio

Tac/Scan (c) 04/1982 Sega.


- TIPS & TRICKS:


The most effective strategy for extending your playing time in Tac-Scan is to add as many extra ships as possible to your reserve (listed in upper-left corner of screen).
Ships must be caught by the leading ship position which is further signified by a red colored underline in order to be added to your reserve.
To begin capturing ships you must have at least one open position in your fleet; otherwise the game will not award ships (kill off two of your ships on the edges of your fleet at the very beginning of the game to achieve the highest amount of reserve ships during the first wave).


Wave one in Tac-Scan should always be played with a minimum of two ships in your fleet, with additional ships added as the levels get faster and harder.
The second and third wave can almost always be effectively played with only two ships, and it is very important not to waste reserve ships in these two waves (saving those ships for the more dangerous first wave).


Always keep changing directions on both wave 1 and 2.
It is very effective to destroy ships while turning on wave 1, and on wave 2 ships will have a hard time hitting you if you don't stay in the same position for very long.


The faster you fire, the shorter your shots will travel.
Allowing a short pause between shots will allow them to travel the distance of the screen.


$end

#-----------------------------

#Tactician

$info=tactcian,tactcan2,
$bio

Tactician (c) 1982 Konami.

Licensed to Sega.


$end

#-----------------------------

#Tag Team Wrestling

$info=tagteam,
$bio

Tag Team Wrestling (c) 01/1984 Technos.

Licensed to Data East.


$end

#----------------------------

#Tail to Nose - Great Championship

$info=tail2nos,
$bio

Tail to Nose - Great Championship (c) 1989 V-System.

This game is known outside Japan as Super Formula.


$end

#-----------------------------

#Tailgunner

$info=tailg,
$bio

Tailgunner (c) 11/1979 Cinematronics.


- STAFF:


Designed by Tim Skelly.

Programmed by Scott Boden.


$end

#-----------------------------

#Taisen Hot Gimmick

$info=hotgmck,
$bio

Taisen Hot Gimmick (c) 1997 Psikyo.


$end

#-----------------------------

#Taisen Idol-Mahjong Final Romance 2

$info=fromanc2,
$bio

Taisen Idol-Mahjong Final Romance 2 (c) 1995 Video System.


$end

#-----------------------------

#Taisen Karate Dou

$info=karatevs,
$bio

Taisen Karate Dou (c) 09/1984 Data East.

This game is known outside Japan as Karate Champ.


$end

#-----------------------------

#Taisen Mahjong Final Romance 4

$info=fromanc4,
$bio

Taisen Mahjong Final Romance 4 (c) 1998 Video System.


$end

#-----------------------------

#Taisen Mahjong Final Romance R

$info=fromancr,
$bio

Taisen Mahjong Final Romance R (c) 1995 Video System.


$end

#-----------------------------

#Taisen Quiz HYHOO

$info=hyhoo,
$bio

Taisen Quiz HYHOO (c) 1987 Nichibutsu.


$end

#-----------------------------

#Taisen Quiz HYHOO 2

$info=hyhoo2,
$bio

Taisen Quiz HYHOO 2 (c) 1987 Nichibutsu.


$end

#-----------------------------

#Taito Cup Finals

$info=cupfinal,
$bio

Taito Cup Finals (c) 02/1993 Taito.

This game is known in Japan as Hat Trick Hero '93, and also known as Super Cup Finals (11/1993).


- STAFF:


Planner: Takeshi Kobori

Character design: Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani

Software: Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi

Design: Naoto Hashizume, Takeshi Kobori

Sound: Shuichiro Nakazawa (Zuntata)

Hardware: Katsumi Kaneoka


*Cast*

Player & Gk: Masashi Tsuzura

Manager: Suminori Hase, Yuji Sakamoto

Referee: Shin Tanaka

Lady: Seiji Kawakami

Doctor: Hiroto Nizato

Nurse: Hiromi Mikami

Stunt: Tomohisa Yamashita


Assistant: Shin Tanaka

Director: Takeshi Kobori, Marutake


$end

#----------------------------

#Taito Power Goal

$info=pwrgoal,
$bio

Taito Power Goal (c) 11/1994 Taito.

This game is also known as Hat Trick Hero '95.


- STAFF:


Planner: Atsuchi Taniguchi, Yasuhiro Noguchi

Character Design: Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida

Software: Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi

Design: Toshiyuki Takenami

Sound (Zuntata): Yoshiro Horie, Shuichiro Nakazawa

Hardware: Katsumi Kaneoka, Hironobu Suzuki

Action Director: Yasuhiro Noguchi


*Cast*

Player & GK: Norikatsu Fukuda

Manager: Masao Kashino

Referee: Shin Tanaka

Camera Man: Yasuhiro Noguchi

Lady: Seiji Kawakami


$end

#----------------------------

#Takeda Shingen

$info=tshingen,
$bio

Takeda Shingen (c) 08/1988 Jaleco.


$end

#-----------------------------

#Tank

$info=tnk3j,
$bio

Tank (c) 1985 SNK.

This game is also known as TNK III.


$end

#-----------------------------

#Tank Battalion

$info=tankbatt,
$bio

Tank Battalion (c) 10/1980 Namco.


$end

#-----------------------------

#Tank Busters

$info=tankbust,
$bio

Tank Busters (c) 1985 Valadon Automation.


$end

#-----------------------------

#Tank Force

$info=tankfrce,tankfrcj,
$bio

Tank Force (c) 12/1991 Namco.


$end

#-----------------------------

#Tant-R Puzzle & Action

$info=tantr,tantrbl,tantrbl2,
$bio

Tant-R Puzzle & Action (c) 1992 Sega.


- SERIES:


1. Tant-R Puzzle & Action

2. Ichidant-R Puzzle & Action 2


$end

#-----------------------------

#Tapper

$info=tapper,sutapper,tappera,rbtapper,
$bio

Tapper (budweiser) (c) 12/1983 Bally Midway.

There were two other versions of Tapper: Root Beer (01/1984), and Suntory (Japan).


- TRIVIA:


The main character in the game (as well as the guy in Domino Man and one of the lumberjacks in Timber) is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time.
This game was play tested in a Chicago-area Rush Streetbar called the Snuggery with much positive feedback.
Digitized belches were going to be used in the game, but they never made it into the final version.


The Tapper Suntory was a Sega board - Suntory is a Japanese beer.


- UPDATES:


Suntory version has different graphics and most likely different music.


- TIPS & TRICKS:


Take your time in the first few levels.
You can make a high score by leaving one person and waiting for more people.


The last guy in the row will almost always leave a tip.


The longer you stay in the level, the faster the people and mugs move.


To see the designers credits, hold down both tappers and both joysticks then hit the 1P and 2P buttons while the logo is filling up with beer in the attract mode.


- STAFF:


Designed and programmed by Steve Meyer.

Graphics by Scott Morrison.

Sound by Elaine Ditton.


$end

#-----------------------------

#Targ

$info=targ,
$bio

Targ (c) 06/1980 Exidy.


- TIPS & TRICKS:


*SCORING*

a. Ramship:l0+ points

b. Smuggler: 100-900 points

c. Bonus at end of each screen

d. Extended play for beating day's high score


*DANGERS*

a. Collision with any ramship or smuggler destroys the Wummel.


*OBSERVATIONS*

a. The screen is a grid of corridors through which the player's Wummel and its enemies, the Spectar smugglers and the Targ ramships, move.

b. The Wummel turns quickly to the right or left but must decelerate before reversing, it can have one shot on the screen at a time, shooting in the same direction it is moving.

c. Ten Targ ramships appear at the beginning of each round.
They all want to ram the Wummel, which tries to shoot them.
Unfortunately, they are reluctant to be in front of him in any corridor, turning away as soon as they can.
They do like chasing him, though.

d. As time passes within a round, the ramships become faster.

e. One Spectar smuggler at a time, having a random value, also pursues the Wummel.
When one smuggler is destroyed, one of the blocks of the grid becomes hollow, soon releasing the next smuggler.
At the end of each round, the Targ ramships' value is raised by 10 points, and the player receives a bonus of 1,000 points after the first round, 2000 after the second and so forth.
The villains do, however, gain more speed and cunning with each round.


*STRATEGIES*

a. If you need to reverse quickly, turn twice.
Your first turn should be into a block or the side of the maze, and your sec- ond will produce an about-face.

b. Since the ramships will never want to be in front of you for more than a moment at most, you must almost always take them by surprise.

c. It is easier to ambush one at a time than several, so use guerrilla tactics unless you are trapped.

d. When you materialize at bottom right, go two or three columns to the left and rise, shooting.

e. When on enemy is about to cross you.
Path but you think it might ram you, slow down and get ready to shoot.
Your ability to accelerate and decelerate is something the bad guys don't have.

f. When you are being pursued, turn away, turn again after one block, and immediately reverse, surprising your enemy when it reaches the second corner.

g. Whenever a smuggler is near you, find a way to shoot it.
Try always to have one or two targets in mind: the sooner you finish the round, the less time your enemies will have to speed up.
Be ready for tougher enemies with each succeeding round.

h. TARG is one game in which strategy must become almost reflex as the action quickens.


- SERIES:


1. Targ

2. Spectar


$end

#-----------------------------

#Tatakai no Banka

$info=trojanj,
$bio

Tatakai no Banka (c) 04/1986 Capcom.

This game is known outside Japan as Trojan.


$end

#-----------------------------

#Taxi Driver

$info=taxidrvr,
$bio

Taxi Driver (c) 1984 Graphic Techno.


$end

#-----------------------------

#Tazz-Mania

$info=tazmania,tazmani2,
$bio

Tazz-Mania (c) 07/1982 Stern.


- STAFF:

Designed and programmed by Chris Oberth and Gunar Licitis.


$end

#-----------------------------

#Tecmo Knight

$info=tknight,
$bio

Tecmo Knight (c) 05/1989 Tecmo.

This game is also known as Wild Fang.


- STAFF:


Programmers: Pochi, HB.M, EXP2148

Graphic designers: Bruter, Noise, Yohkun, D.H.Max

Character designers: Bruter, Noise, Süzi, Onager, Yohkun

Sound creators: Metal Yuhki, Mayu

Hardware: Yoshidasan

Directed by: Strong Shima


$end

#-----------------------------

#Tecmo World Soccer '96

$info=tws96,
$bio

Tecmo World Soccer '96 (c) 1996 Tecmo.


- STAFF:


Project Director and Program: Akihiko Shimoji

Director and Game Design: Masao Akama

Program: Yoshihiro Kinjyou

Sub Director: Toshihiko Kodawa

Graphic Director: Chitose Sasaki

Graphic: Yasunori Kobayashi, Futoshi Okuda, Yousuke Deguchi, Hiroshi Shimizu, Masafumi Kamio, Tamotsu Nakamura, Naoki Dewa, Teruo Hamai, Naomiki Ishikawa, Kazuhisa Tamura, Toshimitsu Yoshiwara

Package Design: Kenji Harada, Tomoyuki Yotsuyanagi

Sound: Shigekiyo Okuda, Hideyuki Suzuki, Takashi Kanai


$end

#-----------------------------

#TeddyBoy Blues

$info=teddybb,teddybbo,
$bio

TeddyBoy Blues (c) 1985 Sega.


$end

#-----------------------------

#Tee'd Off

$info=teedoff,
$bio

Tee'd Off (c) 1986 Tecmo.


$end

#-----------------------------

#Teenage Mutant Hero Turtles

$info=tmht,tmht2p,
$bio

Teenage Mutant Hero Turtles (c) 10/1989 Konami.

This game is known outside UK as Teenage Mutant Ninja Turtles.


- TRIVIA:


The pizza-munching turtles originally appeared in a black and white comic book that debuted in 1984.
Konami wins the rights to produce TMNT video games in 1989.
This is the first dedicated TMNT arcade game.


- TIPS & TRICKS:


In the sewer level, if you align your foot very close to the edge of the step without falling down, you can be invincible.
You can still hit them with whatever type of attack you want, but they can't hit you.


You can theoretically get unlimited points.
Use the yellow guy's boomerang.
Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally.
He will try to move toward you, but he won't be able to move since the object is near him.
Get close enough to him so that he starts throwing boomerangs.
You can kill each one for (wow!) 1 point.
I got 4000 points on this game, which is pretty good considering most people make it to the end with only 350 or so.


In the sewer level, stand just below the ledge in the middle of the screen.
Then jump straight up.
You will land just on the edge of the upper level.
Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you. (You can't move up or down though, or you'll have to repeat this trick).


In the sewer level, you can keep from getting hit by walking right along the edge of the brick floor.
This prevents enemies from attacking you from multiple directions.
You still need to nail enemies directly in front of you or behind you.
This is easy with Donatello.


Killing most bosses consist of 3 strategies.
They all consist of moving vertically towards the bosses.


1: Move vertically upwards, hit the boss, and move vertically downwards.
Repeat until dead.
Works well on Bebop.

2: Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards.
Repeat until he's dead. Works best on Rocksteady.
Best results occur when you hit and run at the same time.

3: Wait for the boss to move vertically towards you.
Jump over him, move through him and attack as you do this, keep moving. Repeat.
Works well on the big robots.


- SERIES:


1. Teenage Mutant Hero Turtles

2. Teenage Mutant Ninja Turtles - Turtles in Time


- STAFF:


Program: G. Suzuki

Characters: Mariyanma 25

Graphic: K. Hattori

Visual: Y. Asano

Animation: K. Yamashita

Sound: S. Tasaka, Imo Hideto

Music: M. Izumi, Miki Chang

Hardware: S. Matsumoto


$end

#-----------------------------

#Teenage Mutant Ninja Turtles

$info=tmnt,tmntj,tmnt2pj,tmnt2po,tmntu,
$bio

Teenage Mutant Ninja Turtles (c) 1989 Konami.

This game is known in UK as Teenage Mutant Hero Turtles.


- TRIVIA:


The pizza-munching turtles originally appeared in a black and white comic book that debuted in 1984.
Konami wins the rights to produce TMNT video games in 1989.
This is the first dedicated TMNT arcade game.


- TIPS & TRICKS:


In the sewer level, if you align your foot very close to the edge of the step without falling down, you can be invincible.
You can still hit them with whatever type of attack you want, but they can't hit you.


You can theoretically get unlimited points.
Use the yellow guy's boomerang.
Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally.
He will try to move toward you, but he won't be able to move since the object is near him.
Get close enough to him so that he starts throwing boomerangs.
You can kill each one for (wow!) 1 point.
I got 4000 points on this game, which is pretty good considering most people make it to the end with only 350 or so.


In the sewer level, stand just below the ledge in the middle of the screen.
Then jump straight up.
You will land just on the edge of the upper level.
Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you. (You can't move up or down though, or you'll have to repeat this trick).


In the sewer level, you can keep from getting hit by walking right along the edge of the brick floor.
This prevents enemies from attacking you from multiple directions.
You still need to nail enemies directly in front of you or behind you.
This is easy with Donatello.


Killing most bosses consist of 3 strategies.
They all consist of moving vertically towards the bosses.


1: Move vertically upwards, hit the boss, and move vertically downwards.
Repeat until dead.
Works well on Bebop.

2: Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards.
Repeat until he's dead. Works best on Rocksteady.
Best results occur when you hit and run at the same time.

3: Wait for the boss to move vertically towards you.
Jump over him, move through him and attack as you do this, keep moving. Repeat.
Works well on the big robots.


- SERIES:


1. Teenage Mutant Ninja Turtles

2. Teenage Mutant Ninja Turtles - Turtles in Time


- STAFF:


Program: G. Suzuki

Characters: Mariyanma 25

Graphic: K. Hattori

Visual: Y. Asano

Animation: K. Yamashita

Sound: S. Tasaka, Imo Hideto

Music: M. Izumi, Miki Chang

Hardware: S. Matsumoto


$end

#-----------------------------

#Teenage Mutant Ninja Turtles - Turtles in Time

$info=tmnt2,tmnt2a,tmnt22p,
$bio

Teenage Mutant Ninja Turtles - Turtles in Time (c) 1991 Konami.


- SERIES:


1. Teenage Mutant Ninja Turtles

2. Teenage Mutant Ninja Turtles - Turtles in Time


- STAFF:


Director: G. Suzuki

Game Programmer: K. Takabayashi

Character design: Moriyanma 27

Graphic design: M. Inafuku

Visual design: S. Kitai

Sound designer: T. Ogura

Music composer: M. Izumi

Hardware design: Y. Furukawa


$end

#-----------------------------

#Tehkan World Cup

$info=tehkanwc,
$bio

Tehkan World Cup (c) 1985 Tehkan.


- STAFF:


Program: Michishito Ishizuka

Planning: Shinichiroh Tomie

Music: Tsukasa masuko

Character: Rie Yatomi

Cabinet Design: Kohji Okada

Illustration: Hideyuki Yokoyama


$end

#-----------------------------

#Teki.Paki

$info=tekipaki,
$bio

Teki.Paki (c) 1991 Toaplan.


$end

#-----------------------------

#Telephone Mahjong

$info=telmahjn,
$bio

Telephone Mahjong (c) 01/1988 Nichibutsu.


$end

#-----------------------------

#Tempest

$info=tempest,tempest1,tempest2,
$bio

Tempest (c) 10/1981 Atari.


- TRIVIA:


The first game to use Color-Quadrascan and Skill-Step, both features unique to Atari vector games.

Tempest was originally a 3-D Space Invaders clone called "Vortex", but was changed when the other engineers didn't come back to play the game.
This was kind of a test for an Atari game; if the engineers kept coming back to play a new game, it was considered a hit.
The first prototype of the game had the shape wireframe spinning and the gunner remaining stationary, but that caused motion sickness after a period of time so it was changed around.
The design for Tempest came to Theurer in a dream; of a hole in the ground with monsters crawling out of it and him trying to stop them.

Tempest sold 20,000 units to distributors before it was even released.


- TIPS & TRICKS:


These are cheats that were apparently left in by somebody at Atari.
They were removed in ROM 217 and 222 Software Revision 2.


Get a score with the format XXYYZZ:

XX must be greater than 16,

YY between 29 and 60, and

ZZ is a code listed below.


Codes for ZZ are as follows:

00 - freeze screen

01 - access bookkeeping totals

05 - play during attract mode

06 - 40 credits

11 - 40 credits

12 - 40 credits

14 - credit sound without actual credit

15 - credit sound without actual credit

16 - 40 credits

17 - 40 credits

18 - 40 credits

41 - switch last 2 digits of score

42 - increase score quickly

46 - demonstration mode - start at any level, up to level 81

50 - player moves by itself

51 - player moves by itself

60 - objects drift down

66 - objects drift right

67 - objects jump

68 - objects drift up

70 - objects drift up


After code "05" (play during attract mode) is activated, the following cheats become available:

Set the last two digits to 46: Random-colored level with wrong enemies

Set the last two digits to 48: 255 extra lives.


- STAFF:


Designed and programmed by Dave Theurer.

Project leader: MPH

Hardware Guy: STL

Technician: MJP


$end

#-----------------------------

#Tempest Tubes

$info=temptube,
$bio

Tempest Tubes (c) 1980

This is a hack of the original Tempest.


- UPDATES


This hack adds new shaped levels to the game, but the title screen remains unchanged.


$end

#-----------------------------

#Tenchi wo Kurau

$info=dwj,
$bio

Tenchi wo Kurau (c) 04/1989 Capcom.

This game is known outside Japan as Dynasty Wars.


- TRIVIA:


The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms.


- SERIES:


1. Tenchi wo Kurau

2. Tenchi wo Kurau II - Sekiheki no Tatakai


- STAFF:


Produce: K Okamoto

Game Design: Poo, S Sato, K Kataoka

Program: Y Mutsunobu, M Kobayashi, Y Tsunasaki

Obj Desig: Kurichan, Y Tamago, M Tanabe, M Matsuura, S Sakashita

Scr Design: Fukumoyan, M Konishi, M Miyao, K Koizumi

Sound Music: M Goto

Illustration: S Shintani


$end

#-----------------------------

#Tenchi Wo Kurau II - Sekiheki no Tatakai

$info=wofj,
$bio

Tenchi Wo Kurau II - Sekiheki no Tatakai (c) 1992 Capcom.

This game is known in US as Warriors of Fate, and in Asia as Sangokushi II.


- TRIVIA:


The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms.


- UPDATES:


There are quite a few things that were changed or taken out between the original Japanese version (Tenchi wo Kurau II) and the World version (Warrior of Fates).
They are listed as follows:

All names were changed and aren't even properly translated from the originals.

The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1.

All names in-game were accompanied by their kanji.

Some weapons were generalized in the World version.

The text "Tekishou (boss name) uchiitotarii" was accompanied with the voice at the end of every stage. (The enemy commander (boss name) has been killed!)

In stage 1, a short message from the advisor was taken out.

In stage 1, the boss gave a short dialogue.

After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti.

In stage 3, during the opening the boss has a short dialogue.

In stage 4, the boss had a short dialogue.

In stage 5, Akkila-Orkhan has a short dialogue.

In stage 5, the boss had a short dialogue.

In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut.

In stage 6, there were additional lines between the player and Kuan-Ti.

Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut.

After the bonus stage, a scene with the 3rd emperor making comments was cut.

In stage 8, a short message from the advisor was taken out.

In stage 8, the boss has a short dialogue.

In stage 9, a short message from the advisor was taken out.

In stage 9, there was a conversation between player and the boss.

In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get.


- SERIES:


1. Tenchi wo Kurau

2. Tenchi wo Kurau II - Sekiheki no Tatakai


- STAFF:


Program: Domesan, Xor, Tsu-Zy, 34-Sakontz

Character: Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume

Onnanoko Design: Akiman

Sound: T-Yomage, Bull, Oyabun, Inu


$end

#-----------------------------

#Terminator 2 - Judgment Day

$info=term2,
$bio

Terminator 2 - Judgment Day (c) 03/1992 Midway.


- STAFF:

Directors: George N. Petro, Jack E. Haeger


*Game design*

Program: George N. Petro, Warren Davis, William F. Dabelstein, Jr. Todd R. Allen

Graphics: Jack E. Haeger, Tim Coman, John Vogel

Sound/Music: Chris Granner


Producers: Neil Nicastro, Ken Fedesna

Based on the story by James Cameron & Willian Wisher.


*Cast*

Arnold Schwarzenegger, Peter Kent: Terminator

Robert Patrick: T-1000

Eddie Furlong: John Connor

Debbie Evans: Sarah Connor

Doug Watson, Tania Mulderink: Future Soldier

Ken Moreno: Swat/Clean Room Guy

Jack E. Haeger (Director): Hideout Human

Tim Coman: Hideout Gunner

Matt Cooney: Hideout Kid

Stephanie Rogers: Voice of Skynet

Sparky: Hideout Dog :)


Hardware: Mark Loffredo, Cary Mednick, Rich Karstens, Glenn Shipp, Pat Cox, Raymond Gay

Gun Design: Ray Czajka, & Jerry Pinsler

Cabinet Design: Ray Czajka

Cabinet Graphics: Jack E. Haeger, Bruce Siegel, Kevin O'Connor

Production Support: Sheridan Oursler, Al Lasko

Marketing: Roger Sharpe, Rebecca Ellis

Sales: Joe Dillon, Lesley Ross, Bob Lentz, Rachel Davies


$end

#-----------------------------

#Terra Cresta

$info=terracre,terracra,terracrb,
$bio

Terra Cresta (c) 11/1985 Nichibutsu.


- TIPS & TRICKS:


It is possible to get an extra 1000 points bonus when shooting skeletons which appear after killing dinosaurs.
If you have the proper back-firing weapon, fire at the skeleton and a sprite should appear flying to the top.
Shoot it to get the bonus.
Remember, you can't get this bonus with forward-firing weapon, you must hit the skeleton with a back-firing weapon.


$end

#-----------------------------

#TNK III

$info=tnk3,
$bio

TNK III (c) 09/1985 SNK.

This game is also known as Tank.


$end

#-----------------------------

#Terra Force

$info=terraf,terrafu,
$bio

Terra Force (c) 12/1987 Nichibutsu.


- STAFF:


Game design: Shigeki Fujiwara

Game program: Kakefu, Shinya Okuda

Character design: Takanori Tanaka, Yuki Yasuda

Tittle design: Shinji Kubota

Sound composer: Noburu Yoshida

Sound program: Yoshinori mitta

Hardware engineer: Isao Shiki


$end

#-----------------------------

#Tetris (Sega)

$info=tetris,tetrisa,tetrisbl,tetrist,
$bio

Tetris (c) 12/1988 Sega.


$end

#-----------------------------

#Tetris (Atari)

$info=atetris,atetrisa,atetrisb,atetcktl,atetckt2,
$bio

Tetris (c) 02/1989 Atari Games.


- TIPS & TRICKS:


While on attract mode if you pull player 1 joystick to the left and player 2 joystick to the right simultaneously the demo steps into it's next phase?
If you repeat it a few times the music will start playing...


- STAFF:


Original concept and design by Alexey Pazhitnov and Vadim Gerasimov.

Programmed by Norm Avellar, Kelly Turner, and Ed Logg.

Graphics by Kris Moser.

Audio by Brad Fuller.


$end

#-----------------------------

#Tetris Plus 2

$info=tetrisp2,teplus2j,
$bio

Tetris Plus 2 (c) 1997 Jaleco / The Tetris Compagny.


$end

#-----------------------------

#Thief

$info=thief,
$bio

Thief (c) 12/1981 Pacific Novelty.


- STAFF:


Executive producer: Brian D.Senler

Screenplay by Philip Lieberman.

Directed by Bernie Stolar.

Stunts performed by Bill Cravens.

Cinematography by Robert Meacher.


$end

#-----------------------------

#Thrash Rally

$info=trally,
$bio

Thrash Rally (c) 11/1991 Alpha Denshi.


$end

#-----------------------------

#Three stooges, The

$info=3stooges,
$bio

The Three stooges (c) 06/1984 Mylstar.


- TRIVIA:


This video game is based on the movie shorts and full-length movies that feature the characters of the same name.


- STAFF:


Designed and programmed by Sam Russo and Tom Malinowski.

Audio by Dave Zabriskie.


$end

#-----------------------------

#Three Wonders

$info=3wonders,3wonderu,
$bio

Three Wonders (c) 07/1991 Capcom.

This game is known in Japan as Wonder 3.


- UPDATES:


In Wonder 3 (the Japanese version), the action game is called "Roosters", where it is called "Midnight Wanderers" in the World and US versions.


- STAFF:


Game designer: Udatoshi

Program: Komachan

Character design: Kurisan

B.G. designer: Kuramoyan

Sound composer: T'Yomage


$end

#-----------------------------

#Thunder & Lightning

$info=thunderl,
$bio

Thunder & Lightning (c) 1990 Seta.


- SERIES:


1. Thunder & lighting

2. Block Carnival


$end

#-----------------------------

#Thunder Blaster

$info=thndblst,
$bio

Thunder Blaster (c) 1991 Irem.

This game is known outside Japan as Lethal Thunder.


$end

#-----------------------------

#Thunder Cross

$info=thunderx,thnderxj,
$bio

Thunder Cross (c) 10/1988 Konami.


- SERIES:


1. Thunder Cross

2. Thunder Cross II


- STAFF:


Soft Technicians: Kalcium Wada, The Great Utamaro

Team Consultant: Beauty Hide

Production Superviser: K. Hiro

Animation Character: Moriyanma 24

Set Visual Artist: M. Sunachan

Sound Design: Nyanpy J-Kane, Prophet Fuka

Processing to Hard: Taka

Package Design: Maya 2095


$end

#-----------------------------

#Thunder Cross II

$info=thndrx2,
$bio

Thunder Cross II (c) 1991 Konami.


- SERIES:


1. Thunder Cross

2. Thunder Cross II


- STAFF:


Producer: T. Nakagawa

Programmer: K. Tokunaga, K. Kano

Graphic Designer: Satoru. K, S. Yamamoto, T. Kiuchi, Y. Kimura, Y. Takano, K. Nakanishi, T. Nakanishi, T. Nakazawa, M. Tohyama

Assist: Y. Suzuki

Sound Designer: Metal Yuhki


$end

#-----------------------------

#Thunder Dragon

$info=tdragon,tdragonb,
$bio

Thunder Dragon (c) 08/1991 NMK / Tecmo.


- SERIES:


1. Thunder Dragon

2. Thunder Dragon 2


- STAFF:


Producer: Yukio Tomonari

Director: Yosuke Ono

Game Designer: Merry Tamio

Programmer: Lieut. Col. Ore

Scenario Writer: Ikezu Kenzi

Sound Creator: Hide-Kaz

Graphic Designer: Ikezu Kenzi, Giant Ama


$end

#-----------------------------

#Thunder Dragon 2

$info=tdragon2,
$bio

Thunder Dragon 2 (c) 1993 NMK.

This game is also known as Big Bang.


- SERIES:


1. Thunder Dragon

2. Thunder Dragon 2


- STAFF:


Planning: W.W. Miyakawa

Programmer: Ore-Dayo

Co-Programmer: Ryu Kikuchi

Graphic: Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami

Sound Creator: Taro

Sound Adviser: Hide-Kaz


$end

#-----------------------------

#Thunder Fox

$info=thundfox,thndfoxu,thndfoxj,
$bio

Thunder Fox (c) 08/1990 Taito.


$end

#-----------------------------

#Thunder Zone

$info=thndzone,
$bio

Thunder Zone (c) 1991 Data East.

This game is known in US as Desert Assault.


$end

#-----------------------------

#Thundercade

$info=tndrcade,
$bio

Thundercade (c) 1987 Taito.

This game is also known as Twin Formation, and is known in Japan as Tokusyu Butai U.A.G.


- SERIES:


1. Jackal

2. Thundercade


- STAFF:


Producer: J. Fujimoto

Character: T. Sunaga, M. Takeda, A. Kumura, K. Sato

Program: J. Narita, K. Nakanishi, K. Okuda, H. Kobayashi, K. Yoshii, M. Nonaka

Music & Sound: K. Hasegawa

Goblin Sound: T. Suzuki, H. Yotsumoto


$end

#-----------------------------

#ThunderForce AC

$info=tfrceac,tfrceacj,tfrceacb,
$bio

ThunderForce AC (c) 1990 Sega / Technosoft.


$end

#-----------------------------

#Thunderjaws

$info=thunderj,
$bio

Thunderjaws (c) 06/1990 Atari Games.


- STAFF:


Designed and programmed by Russel "rusty" Dawe.


$end

#-----------------------------

#Tiger Heli

$info=tigerh,tigerhb2,tigerhj,tigerhb1,tigerh2,
$bio

Tiger-Heli (c) 1985 Taito.


- STAFF:


Music and sound created by Tatsuya Uemura.


- TIPS & TRICKS:


Near the beginning there is a "school house" with a red drum on the top.
If you hit the red drum enough times, you'll get a 10,000 point bonus.


Blast everything.
Civilian cars and houses, etc., all give 50 points each.


Be sure to blast the diamond shape that appears and disappears.
Shooting ten of the disappearing diamonds gives an extra life.
Diamonds shot are shown on the counter in the lower right corner of the screen.
Lives left are shown in the counter on the lower left corner of the screen.
You may have a maximum of 5 lives saved.


There are 16 targets between the start of the game and the first set of railroad tracks.
If you fire exactly 16 (32, 48, 64, etc.?) shots and keep the heli below the tracks, the race car will cross the tracks.
It is worth 10,000 points.
This may work on later screens as well(?).


There are four or five helipads in the game.
You receive a bonus of 5,000 points for each little heli and bomb you have remaining after you land on the helipad, up to a maximum bonus of 20,000 points.


One target is a square with an alternating red, white, or blue cross on it.
Shooting the cross when it is red will give you a side firing little heli.
Shooting it when it is white will give you a forward firing little heli.
Shooting it when it is blue will give you a bomb.
You may only carry two little helis and two bombs.
If you already have two little helis, none will appear when you shoot the cross, however, if you already have two bombs a bomb will appear and is worth 5,000 points if picked up.


The large three-gun tanks are easiest to kill with two white little helis.


$end

#-----------------------------

#Tiger Road

$info=tigeroad,
$bio

Tiger Road (c) 11/1987 Capcom.

This game is known in Japan as Tora eno Michi.

Licensed to Romstar for US manufacture and distribution. (12/1987)


- TIPS & TRICKS:


On the left-hand side of the top level of the room with the buzz-saw robots, if you jump and press attack at the top of the arc it will open the door to a secret treasure room to your left.
The same holds true in the room with the spear-throwers and the steel bars across some of the hallways.
Both of these rooms are in the fourth area and you have to be pretty darn good to be there.


- STAFF:


Director and martial arts guidance: Lee Wong

Plan and Director: Lee Wong, Shin Wong

Special Effects: Chan Yuki, Tom Yang, Mah Shing

Art Experts: Ryu Kyu, Ei Show, Pong Take

Art Stagehands: Wody Ring, Chan Sada, Chan Lee, Moh Ring, Koh Emy, Koh Elliy, Ziggy Yoe

Stagehand: Ji Shing

Sound Effect: Hero Yoe, Mie Maru


$end

#-----------------------------

#Timber

$info=timber,
$bio

Timber (c) 10/1984 Bally Midway.


- TRIVIA:


The main character in the game (as well as the bartender in Tapper and the guy in Domino Man) is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time.
The original idea was to do a kind of two-player, simultaneous, competitive game.
A beaver was originally programmed into the game to add some extra competition in cutting down trees but was removed.


- STAFF:


Designed and programmed by Steve Meyer (Tapper, Wacko).

Graphics by Scott Morrison.


$end

#-----------------------------

#Time Killers

$info=timekill,timek131,
$bio

Time Killers (c) 1992 Strata / Incredible Technologies.


- TRIVIA:


This Game was removed from many Arcades for being just a little too Gory.


- STAFF:


Chris Oberth


$end

#-----------------------------

#Time Limit

$info=timelimt,
$bio

Time Limit (c) 1983 Chuo.


$end

#-----------------------------

#Time Pilot

$info=timeplt,timepltc,
$bio

Time Pilot (c) 11/1982 Konami.

Also licensed to Centuri for US manufacture and distribution. (12/1982)

A bootleg of this game is known as Space Pilot.


- TRIVIA:


Yoshiki was told to design a driving game.
When he learned of the game's concept, he balked at making it, and started on Time Pilot.
As development continued, Okamoto showed his boss design docs for the driving game, all the while working on Time Pilot.
Although his boss told him to do the driving game instead, he tried to take the credit for Time Pilot.
Okamoto decided not to disgrace his boss and let the episode go!!


- TIPS & TRICKS:


Here's one way (although a boring one) to get a great Time Pilot score:

1. Finish the first stage as soon as possible

2. On the second stage, don't shoot anything!!
Eventually, parachutes will start to appear.
Collect the parachutes while avoiding the planes.
Each parachute (after #4) will give you 5,000 points.
It's possible to roll the machine over (999,999+ points) while remaining on level 2 using this strategy.

By the way, while using this cheat you can also shoot the 1500 point bombers without causing the time bar to be shortened.


- SERIES:


1. Time Pilot

2. Time Pilot '84 - Further Into Unknown World


- STAFF:


Programmed by Toshio Arima.

Designed by Yoshiki Okamoto.

Character by Hideki Ooyama.

Sound by Mashahiro Inoue.


$end

#-----------------------------

#Time Pilot '84 - Further Into Unknown World

$info=tp84,tp84a,
$bio

Time Pilot '84 - Further Into Unknown World (c) 06/1984 Konami.


- TIPS & TRICKS:


On the first level, head directly to the right.
After a couple of screens, you'll see an unusual "V" formation of silver ships that resemble craft in Time Pilot 1, heading up or down.
This easy-to-kill formation gives you 8,000 points, a good start to the game.


The biplane from the original
Time Pilot makes a cameo appearance in TP84.
To find it, fly right to the water and harbor area.
Then turn vertically up the screen.
When the biplane appears (over water), hit it with a missile, and you are rewarded with a free player!


This game contains many bonuses, hidden and otherwise.
Here is a semi-complete scoring table:

Green enemy: 100 pts

Silver enemy on ground w/missile: 200 pts

Silver enemy w/missile: 500 pts

Missile carrier: 1,000 pts

Bomb carrier: 1,000 pts

Formation of 5 (Green enemies): 3000(max) pts

Formation of 5 (Silver enemies): 5,000 pts

Uncover hidden ground target: 5,000 pts

Boss ship at end of level: 5,000 pts

Shooting 8 ground targets: 8,000 pts


- SERIES:


1. Time Pilot

2. Time Pilot '84 - Further Into Unknown World


$end

#-----------------------------

#Time Scanner

$info=timscanr,
$bio

Time Scanner (c) 1987 Sega.


$end

#-----------------------------

#Time Soldiers

$info=timesold,timesol1,
$bio

Time Soldier (c) 11/1987 SNK.

Licensed to Romstar for US manufacture and distribution. (09/1987)

This game is known in Japan as Battle Field.


- STAFF:


Director: Kyuko Ozutumi

A.D & design: Tomoharu Takahasi

Designer: S. Moriyama, Row Ushizawa, Kenichi Sakamisi, Kathue Konbe, Takashi Hatono

Music programmer: S. Hagitani

Music: Yuka Watanabe

Programmer: Hideo Kamera, Hiroyuki Ryu


$end

#-----------------------------

#Time Tunnel

$info=timetunl,
$bio

Time Tunnel (c) 1982 Taito.


$end

#-----------------------------

#Tin Star, The

$info=tinstar,
$bio

The Tin Star (c) 12/1983 Taito.


$end

#-----------------------------

#Tinkle Pit

$info=tinklpit,
$bio

Tinkle Pit (c) 1993 Namco.


$end

#-----------------------------

#Tip Top

$info=tiptop,
$bio

Tip Top (c) 1983 Sega.

This game is also known as Congo Bongo.


$end

#-----------------------------

#Toffy

$info=toffy,
$bio

Toffy (c) 1993 Midas.


- SERIES:


1. Toffy

2. Super Toffy


$end

#-----------------------------

#Toggle

$info=toggle,
$bio

Toggle (c) 1985 Bally Sente.


- STAFF:


Original Concept and Programming: Jon Kinsting

Original Concept and Screen Graphics: Mark McPhee

Music and Sounds: Jesse Osbone


$end

#-----------------------------

#Togyu, The

$info=thetogyu,
$bio

The Togyu (c) 1984 Sega / Coreland.

This game is known outside Japan as Bullfight.


$end

#-----------------------------

#Toki

$info=toki,tokiu,tokib,tokia,
$bio

Toki (c) 1989 TAD.

Licensed to Fabtek for US manufacture and distribution. (12/1989)

This game is known in Japan as JuJu Densetsu.

A bootleg version of this game was released by Datsu Electron in 1990.


- TIPS & TRICKS:


*A tips*
Monsters disappear if they go too high up off the screen.
This can be to your considerable advantage.


- STAFF:


Drew Frank, Tago, Nishizawa, Karkiuchi, Sakuma, Ten, Fujisaku, Aoki, Kitahara, Matsubara, Yokoyama


$end

#-----------------------------

#Toki no Senshi - Chrono Soldier

$info=tokisens,
$bio

Toki no Senshi - Chrono Soldier (c) 1987 Sega.


$end

#-----------------------------

#Tokimeki Bishoujo

$info=tokimbsj,
$bio

Tokimeki Bishoujo (c) 1989 Nichibutsu.

This game is also known as Tokyo Gal Zukan.


$end

#-----------------------------

#Tokio

$info=tokio,tokiob,
$bio

Tokio (c) 1986 Taito.

This game is also known as Scramble Formation.


$end

#-----------------------------

#Tokushu Butai Jackal

$info=jackalj,
$bio

Tokushu Butai Jackal (c) 10/1986 Konami.

This game is known outside Japan as Jackal, and is known in US as Top Gunner.


- TIPS & TRICKS:


High scores for this game are obtained through saving POWs.
Make sure your jeeps are full (eight men) before letting them off at the helo pad.
DO NOT move while the transfer of men happens (position yourself so you can fire missiles at the upper left hand corner of the screen where the occassional bomber flies out).
You will receive not only a huge score bonus but also be upgraded automatically to the best weapon possible.
Also, pick up glowing POWs while at full power weapon and you will receive 10,000 each!
These are the POWs that come out of the shooting bunkers.

A word of advice; only keep SEVEN men on board until you reach the helo pad area, as there is almost always a glowing POW bunker nearby and having only seven men on board will allow you to pick up that last man, get another level of powerup, plus fill your jeep to capacity - all in one swoop.


- SERIES:


1. Tokushu Butai Jackal

2. Tokusyu Butai U.A.G.


$end

#-----------------------------

#Tokusyu Butai U.A.G.

$info=tndrcadj,
$bio

Tokusyu Butai U.A.G. (c) 1987 Taito.

This game is known outside Japan as Thundercade, and also as Twin Formation.


- SERIES:


1. Tokushu Butai Jackal

2. Tokusyu Butai U.A.G.


- STAFF:


Producer: J. Fujimoto

Character: T. Sunaga, M. Takeda, A. Kumura, K. Sato

Program: J. Narita, K. Nakanishi, K. Okuda, H. Kobayashi, K. Yoshii, M. Nonaka

Music & Sound: K. Hasegawa

Goblin Sound: T. Suzuki, H. Yotsumoto


$end

#-----------------------------

#Tokyo Gal Zukan

$info=tokyogal,
$bio

Tokyo Gal Zukan (c) 11/1989 Nichibutsu.

This game is also known as Tokimeki Bishoujo.


$end

#-----------------------------

#Tomahawk 777

$info=tomahawk,tomahaw5,
$bio

Tomahawk 777 (c) 04/1980 Data East.


$end

#-----------------------------

#Toobin'

$info=toobin,toobin2,toobinp,
$bio

Toobin' (c) 06/1988 Atari Games.


- TRIVIA:


Toobin' had a unique cabinet, (as did many Atari games :) in which there was a motorized waterfall attached to the top of the marquee.
When this neat gadget failed, it made a horrible grinding noise that could be heard behind closed oak doors!!


Very much an Atari Games concept.
Makes you wonder what kinds of drugs these guys were on!!!


This is yet another game with a T-Shirt offer.


- TIPS & TRICKS:


In only a minute or so, there's a way you can rack up over a million points:

On Class 1, after going towards the first gate, direct your innertube to the right side of the screen.
A sign should say "This Way to Class 2" and a whirlpool should appear next to it.
Shoot the twigs in front of the entrance, and paddle back up.
You will now be at the start of Class 2.

Right away, move to the right of the screen... the same sign will appear, only it'll warp you to Class 3.
Shoot the iceberg in front, paddle back up, and end up on class 3.

The best part about the warps is that after each one, you get 600,000 points each!
That's 1,200,000+ without barely doing anything!
And you have 4 patches left in reserve thanks to your excess points!


Picking up a six-pack gives you unlimited cans, until you lose your life.
A beach ball speeds you and your cans up.

Since the six-pack gives unlimited cans, you can take advantage of it by placing your character in a little crevice right next to a bad guy on shore and fire away.
You're able to shoot very fast since you're very close.
It is a very good way to rack up points and extra lives.


Always try to go through the gates you encounter in the river without touching the poles.
This'll increase your score multiplier (up to 5X).


Be sure to shoot as many twigs and other obstacles as you can (get the six-pack for this), because there are hidden letters and extra lives in them.
Catch the letters for extra points given at the end of the level.


To be able to turn *fast*, alternately press buttons on the corners, e.g.......1.........2.........3...4

Use 1-4-1, or 2-3-2, this'll greatly improve your playing.


Pick up letters whenever possible, and make sure your multiplier is high at the end of the board, for maximum points.


Whenever you see mines, if you can get to the left side of it and turn so that you face it, you can shoot as many times as you like in rapid succession (hitting the mine rapidly), you can continue to cause explosions going up to the right wall. Most of the time, a prize of some sort will result along that path.
Sometimes patches, sometimes beach balls, etc.


- STAFF:


Game Design: Milt Loper

Game Program: Dennis Harper

Support Programmers: Gary Stark, Rusty Dawe

Animators: Will Noble, Mark West, Deborah Short

Audio: Brad Fuller, Hal Canon

Engineers: Gary Stempler, Doug Snyder

Technician: Dave Wiebenson


$end

#-----------------------------

#Top Gunner

$info=topgunr,topgunbl,
$bio

Top Gunner (c) 10/1986 Konami.

This game is also known outside US as Jackal, and is known in Japan as Tokushu Butai Jackal.


- TIPS & TRICKS:


High scores for this game are obtained through saving POWs.
Make sure your jeeps are full (eight men) before letting them off at the helo pad.
DO NOT move while the transfer of men happens (position yourself so you can fire missiles at the upper left hand corner of the screen where the occassional bomber flies out).
You will receive not only a huge score bonus but also be upgraded automatically to the best weapon possible.
Also, pick up glowing POWs while at full power weapon and you will receive 10,000 each!
These are the POWs that come out of the shooting bunkers.

A word of advice; only keep SEVEN men on board until you reach the helo pad area, as there is almost always a glowing POW bunker nearby and having only seven men on board will allow you to pick up that last man, get another level of powerup, plus fill your jeep to capacity - all in one swoop.


- SERIES:


1. Top Gunner

2. Thundercade


$end

#-----------------------------

#Top Hunter - Roddy & Cathy

$info=tophuntr,
$bio

Top Hunter - Roddy & Cathy (c) 05/1994 SNK.


- STAFF:


Producer: Eikichi Kawasaki

Planner: Tozono, M. Matsuda, Y. Hashimoto

Front designer: Shinkai, K. Nagashima, C. Yamasaki, Mikarin Nishida

Back designer: Hirolin Hajima, Munk Etoh, K.Kusunoki, E.Kojitani, Oda Nobunaga

Programmer: Carib, Shochan, Imasa.F, Data Tada

Sound: Yoko, Jojoha Kitapy, Shiba Pooh, Akky, Papaya, Shimizm

Design: Nao Q., Lolie Nishioka, K.Kinoko, Mohko Hung


$end

#-----------------------------

#Top Player's Golf

$info=tpgolf,
$bio

Top Player's Golf (c) 05/1990 SNK.


$end

#-----------------------------

#Top Racer

$info=topracer,
$bio

Top Racer (c) 1984

This game is a bootleg of Pole Position.


$end

#-----------------------------

#Top Ranking Stars

$info=trstar,trstaro,trstarj,trstaroj,
$bio

Top Ranking Stars (c) 05/1993 Taito.

This game is known in US as Prime Time Fighter.


- STAFF:


Project Leader: George K-S

Game Design: F. Horiuchi, M. Iwahashi

Software Design: Soliton K+H+Y Sako, Mail, Wolf Kato

Base Character Design: N. Korammer, Vap Corp.

Character Design: Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari-Konga Fukusaki, Kouittya Kisato, Vap Corp.

Art Design: Super Psychicer Nagai

Hardware Design: Katsumi Kaneoka

Sound Design: Yoshirou Horie

Executive Producer: Keisuke Hasegawa


$end

#-----------------------------

#Top Secret (exidy)

$info=topsecex,
$bio

Top Secret (c) 1986 Exidy.


- STAFF:


Software: Larry Hutcherson, Vic Tolomei, Ken Nicholson

Hardware: Phil Gohr, Al Schrum

Graphics: Ken Nicholson, Larry Hutcherson, Trish Gerving

Audio: Ken Nicholson, Jody Gouletas


$end

#-----------------------------

#Top Secret

$info=topsecrt,
$bio

Top Secret (c) 03/1987 Capcom.

This game is known in US as Bionic Commando.


- TRIVIA:


The main character is Super Joe from The Speed Rumbler.


$end

#-----------------------------

#Top Speed

$info=topspeed,topspedu,
$bio

Top Speed (c) 10/1987 Taito.

Licensed to Romstar for US manufacture and distribution.

This game is known in Japan as Full Throttle.


- STAFF:


Project leader/Game design: Hiroyuki Sakou

Game Program: kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi

Music composer: Masahiko Takagi

Sound effect: Eikichi Takahashi

Sound adviser: Hisayoshi Ogura

Hard Wear design: Masahiro Yamaguchi

Custom I.C. design: Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada

Graphic design: Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu

Mechanical design: Tomio Suzuki

Mechanical engineer: Nobuyuki Iwasaki, Akira Takahashi

Cabinet design: Taked Shiraishi

Art design: Hiroyasu Nagai


$end

#-----------------------------

#Tora eno Michi

$info=toramich,
$bio

Tora eno Michi (c) 11/1987 Capcom.

This game is known in US as Tiger Road.


- STAFF:


Director and martial arts guidance: Lee Wong

Plan and Director: Lee Wong, Shin Wong

Special Effects: Chan Yuki, Tom Yang, Mah Shing

Art Experts: Ryu Kyu, Ei Show, Pong Take

Art Stagehands: Wody Ring, Chan Sada, Chan Lee, Moh Ring, Koh Emy, Koh Elliy, Ziggy Yoe

Stagehand: Ji Shing

Sound Effect: Hero Yoe, Mie Maru


$end

#-----------------------------

#Toride II Adauchi Gaiden

$info=toride2g,
$bio

Toride II Adauchi Gaiden (c) 03/1994 Metro.


$end

#-----------------------------

#Tornado Baseball

$info=tornbase,
$bio

Tornado Baseball (c) 07/1976 Midway.


- SERIES:


1. Tornado Baseball

2. Extra Inning

3. Extra Bases


$end

#-----------------------------

#Toryumon

$info=toryumon,
$bio

Toryumon (c) 1994 Sega.


$end

#-----------------------------

#Total Carnage

$info=totcarn,totcarnp,
$bio

Total Carnage (c) 01/1992 Midway.


- SERIES:


1. Smash T.V.

2. Total Carnage


- STAFF:


Design Team: Mark Turmell, John Tobias, Shawn Liptak, Jim Gentile, Jon Hey, Eugene Jarvis, Tony Coskie


$end

#-----------------------------

#TouchDown Fever

$info=tdfever,tdfeverj,
$bio

TouchDown Fever (c) 01/1987 SNK.


$end

#-----------------------------

#Tough Turf

$info=tturf,tturfbl,tturfu,
$bio

Tough Turf (c) 03/1989 Sega / Sunsoft.

A bootleg of this game make by Datsu / Electron was released under the same name.


- STAFF:


Director: Cho Musow

Program: A.T., Hac.F.,BG. Yama

Sound Program music compose: About.Us

Graphic design: Ame, Sp. Taka, Minokamo. Sakoh


$end

#-----------------------------

#Tower of Druaga, The

$info=todruaga,todruago,
$bio

The Tower of Druaga (c) 06/1984 Namco.


- STAFF:


Game designer: Evezoo End

Programmer: Satoshi Knight

Sound composer: Zunko Odawa

Hardware: Single Shigeru

Graphics design: You.Shino


$end

#-----------------------------

#Toypop

$info=toypop,
$bio

Toypop (c) 04/1986 Namco.


$end

#-----------------------------

#Track and Field

$info=trackfld,trackflc,
$bio

Track and Field (c) 10/1983 Konami.

Licensed to Centuri for US manufacture and distribution. (10/1983)

This game is also known as Hyper Olympic.


- TRIVIA:


This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects.
The game inspires an all-new level of two-player competition in arcades.


- TIPS & TRICKS:


In some sports (such as the run and long jump) you need to press both the left and right buttons very quickly to maintain your speed.
Here's a nice trick: At the start, press both these buttons as normal to gain any speed (this trick doesn't work if your speed is 0).
Now stop hitting both buttons and continue hitting only one.
This is easier than hitting both and the results seem to be better.


When you get to the javelin throw, run fast and then hold the angle button down, making the javelin soar high into the air.
If it gets high enough, it'll hit a spotlight from the stadium, which will fall and give you 1000 points.


*Another hidden bonus*
On the high jump level, fail the first two jumps on purpose (knock the bar off).
On the 3rd attempt, clear the bar and a mole pops his head up through the ground and you get 1000 bonus points.


Some tips for each event:

*100m Dash*
When playing in 2-player mode, a tie gives each player 1000 bonus points.

*Long Jump*
Jumping from the exact center of the line gives a speed boost of 100.
Jumping while touching any other part of the line gives a speed boost of 50.

*Javelin Throw*
42 degrees is the best angle.

*110m Hurdles*
As in the 100m dash, a tie between two players gives a 1000-point bonus.

Here's a two-player hurdles cheat (works only on some machines):
Have one person win the race normally.
The other player should take his time.
After 40 seconds, the clock stops running down.
Use a watch to ensure a 100+ second finish time.
The + is how many seconds you get credited for.

*Hammer Throw*
Perfect throw will have 1500 speed, 45 degree angle. 99.99 meter throw most of the time.

*High Jump*
Note that hitting the buttons, even after you have jumped, really helps.
Be sure to tap the jump button to ease yourself over the top, not hold the button down.
Also, If you foul the first two jumps and nail the third, you get a 1000-pt. bonus.


$end

#-----------------------------

#Tranquilizer Gun

$info=tranqgun,
$bio

Tranquilizer Gun (c) 05/1980 Sega.


$end

#-----------------------------

#Transformer

$info=transfrm,
$bio

Transformer (c) 1986 Sega.

This game is known in Japan as Astro Flash.


$end

#-----------------------------

#Traverse USA

$info=travrusa,
$bio

Traverse USA (c) 06/1983 Irem.

This game is also known as Zippy Race.


$end

#-----------------------------

#Treasure Hunt

$info=treahunt,
$bio

Treasure Hunt (c) 1982 Hara Industries.


$end

#-----------------------------

#Tri-Sports

$info=trisport,
$bio

Tri-Sports (c) 1989 Bally Midway.


$end

#-----------------------------

#Trick Trap

$info=tricktrp,
$bio

Trick Trap (c) 1987 Konami.


$end

#-----------------------------

#Trigon

$info=trigon,
$bio

Trigon (c) 1990 Konami.

This game is known in US as Lightning Fighters.


- STAFF:


Programmer: H. Tsujimoto, H. Okazaki, T. Kitae

Graphics: K. Kakuwa, Y. Noguchi, M. Inafuku

Sound editor: K. Matsubara, K. Yamane

Engineer: M. Idaka, H. Matsuura

Tittle design: M. Yoshihashi, H. Matsuda


$end

#-----------------------------

#Trio the Punch - Never Forget Me...

$info=triothep,
$bio

Trio the Punch - Never Forget Me... (c) 1989 Data East.


$end

#-----------------------------

#Triple Hunt

$info=triplhnt,
$bio

Triple Hunt (c) 04/1977 Atari.


- STAFF:


Designed and programmed by Owen Rubin.


$end

#-----------------------------

#Triple Punch

$info=triplep,
$bio

Triple Punch (c) 1982 KKI.

This game is also known as Knock Out!! (KKK)


- TIPS & TRICKS:


Begin by filling in the box in the lower left-hand corner.
Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in.
Just repeat this motion until all of the boxes are full.


Also remember that real points are to be gained not by filling in two boxes at once, but by punching out an enemy while the ambulance is still on-screen taking away another enemy.
Doing this gives you 600 points as compared to the usual 300, or 150-200 for filling two boxes simultaneously.


$end

#-----------------------------

#Trivial Pursuit (All Star Sport Edition)

$info=triviasp,
$bio

Trivial Pursuit (All Star Sport Edition) (c) 1984 Bally / Sente.


- STAFF:


Game adaptation and software design: Richard Adam

Screen Graphics: Gary Johnson, Bil Maher Esq., Mark McPhee

Audio: Richard Green, Gary Levenberg

Video hardware design: Howard Delman, Tian Harter


$end

#-----------------------------

#Trivial Pursuit (Baby Boomer Edition)

$info=triviabb,
$bio

Trivial Pursuit (Baby Boomer Edition) (c) 1984 Bally / Sente.


- STAFF:


Game adaptation and software design: Richard Adam

Screen Graphics: Gary Johnson, Bil Maher Esq., Mark McPhee

Audio: Richard Green, Gary Levenberg

Video hardware design: Howard Delman, Tian Harter


$end

#-----------------------------

#Trivial Pursuit (Genus I)

$info=triviag1,
$bio

Trivial Pursuit (Genus I) (c) 1984 Bally / Sente.


- STAFF:


Game adaptation and software design: Richard Adam

Screen Graphics: Gary Johnson, Bil Maher Esq., Mark McPhee

Audio: Richard Green, Gary Levenberg

Video hardware design: Howard Delman, Tian Harter


$end

#-----------------------------

#Trivial Pursuit (Genus II)

$info=triviag2,
$bio

Trivial Pursuit (Genus II) (c) 1984 Bally / Sente.


- STAFF:


Game adaptation and software design: Richard Adam

Screen Graphics: Gary Johnson, Bil Maher Esq., Mark McPhee

Audio: Richard Green, Gary Levenberg

Video hardware design: Howard Delman, Tian Harter


$end

#-----------------------------

#Trivial Pursuit (Young Players Edition)

$info=triviayp,
$bio

Trivial Pursuit (Young Players Edition) (c) 1984 Bally / Sente.


- STAFF:


Game adaptation and software design: Richard Adam

Screen Graphics: Gary Johnson, Bil Maher Esq., Mark McPhee

Audio: Richard Green, Gary Levenberg

Video hardware design: Howard Delman, Tian Harter

Research: Denise Shelton


$end

#-----------------------------

#Trog (Prototype)

$info=trogp,
$bio

Trog (c) 07/1990 Midway.


- TRIVIA:


This particular Prototype represents the original concept for the game Trog.
The original plans called for a strategy game where the dinosaur had to be manipulated via placing bones to block his or her path.
However, it soon became clear on field tests that players were confused and frustrated by this method of control.
As a consequence, the game was nearly axed entirely.
Indeed, it probably would have been had it not been for the stop motion animation created for use as sprites in game - its high cost resulted in many of the senior employees at Midway demanding that Trog remain a going concern, with a new game mechanic built around the sprites.
As it turned out, the game degenerated into a Ms. Pacman clone, the small and large dots replaced with eggs and pineapples.


- UPDATES:


It is clear to see in the final Trog game the relics from the prototype:

1. The dinosaurs punch is poorly animated - this feature was added for the new game to allow fending off of the Trogs and as a result was just a few extra frames of animation made at the 11th hour by Jack Haeger.

2. Trog is seen trying to overcome bones in the recap drawings.
In reality this scene was shot for the prototype, when the player's bones could be smashed or jumped on, and not replaced due to cost. (It is worth pointing out that the main scenes have bone bashing elements removed).

3. The bonus groove is still part of the released game's sound test, despite the fact it is now exclusively used for Trog's Cave and the ending - the prototype's bonus sequence was longer, as time and skill points were added, thus it needed music.

4. The Trog's Cave sequences no longer match up with the introduction of each new enemy - due to the restructure of the levels.


- STAFF:


ARTWORK AND PLAYMATION: Jack Haeger

GAME DESIGN: Jack Haeger, George Petro

MUSIC AND SOUNDS: Chris Granner

SOFTWARE: George Petro & Kurt Mahan

HARDWARE: Mark Loffredo, Glenn Shipp, Cary Mednick, Al Lasko, Raymond Gay, Sheridan Oursler

CABINET DESIGN: Ray Czajka

CABINET ARTWORK: Linda Deal, Jack Haeger

PUBLICATIONS: Karen Trybula

MARKETING: Laura Rezek


$end

#-----------------------------

#Trog

$info=trog,trog3,
$bio

Trog (c) 02/1991 Midway.


- TIPS & TRICKS:


Watch the corner of the screen opposite from where you start.
At the beginning of each wave except #1, one of your eggs will sparkle for a second.
Get this egg last, and without dying.
If you do, a pit with white squares in it will open up somewhere on the board.
Fall down this pit rather than going home, and you will warp ahead 3 levels and get a bonus of 300,000 pts. (Well, actually, everyone gets the bonus pts.)

Every player has his own warp egg.
Only one player has to get the egg last without dying to activate the warp.
On the levels with the striped eggs, the color of the sparkle distinguishes the warp eggs.

The warp will take you forward 3 or 2 levels, often 3, but sometimes 2.
It's deterministic; island X will always warp to island Y, so it's possible to figure an optimal warp path.


- STAFF:


ARTWORK AND PLAYMATION: Jack Haeger

GAME DESIGN: Jack Haeger, George Petro

MUSIC AND SOUNDS: Chris Granner

SOFTWARE: George Petro & Kurt Mahan

HARDWARE: Mark Loffredo, Glenn Shipp, Cary Mednick, Al Lasko, Raymond Gay, Sheridan Oursler

CABINET DESIGN: Ray Czajka

CABINET ARTWORK: Linda Deal, Jack Haeger

PUBLICATIONS: Karen Trybula

MARKETING: Laura Rezek


$end

#-----------------------------

#Trojan

$info=trojan,trojanr,
$bio

Trojan (c) 04/1986 Capcom.

Licensed to Romstar.

This game is known in Japan as Tatakai no Banka.


$end

#-----------------------------

#Tron

$info=tron,tron2,
$bio

Tron (c) 05/1982 Bally Midway.


- TRIVIA:


Walt Disney Productions charges Williams Electronics for copyright and patent infringement regarding Williams use of "tron" in Robotron.
Williams wins the suit and Disney goes on to hire Bally/Midway to create video games based on their movie.

Tron was originally slated to be a color vector game.
It was designed using an early script of the movie.
Basically, the team took various challenges Flynn had to go through and made them into four separate games-within-a-game.
Three of the four scenes were either changed or removed from the final cut of the movie, but it still made one hell of an awesome game.


- TIPS & TRICKS:


*General Tips*

TANKS: hide behind corners and use them for cover when you shoot.
Also, use the transporter in the center as cover.
You can shoot clear through the transporter and out the other side and zap the computer.
Don't use the transporter except for a desperation tactic.
It will more than likely dump you right in the computer's gunsight(s).

SPIDERS: Fire in a constant spread and just hose 'em down from side to side.
Gradually move in a constant arc up to the entrance.
Stay just outside the entrance and hose the spiders above and below until time runs out.
Enjoy the music.

MCP CONE: Move up so you're just underneath the rotating cone and on the right side.
Shoot the blocks nearest to you.
This gives you another shot more quickly than shooting blocks farther away.
When you get a gap, move up and fire away due left.
Above all, don't hang around and get caught: if the going gets tough, move on up and into the cone.
Don't forget to twirl the knob as you rise. (You'll see if you do it)

LIGHT CYCLES: Use a question mark type shape for the first board.
The Computer will run right into it.
For the harder boards, try to trap them either near the center tracks or against the wall.
This is, by far, the hardest thing to do.


The first few boards are unique, but the events of the game eventually repeat, two with one order and the other two with another.
I believe that the Light Cycles and Tanks have order 6, the Grid Bugs and Cones order 5.
For the Light Cycles you can develop patterns, for the Tanks you can do the same (the basis for all of my patterns involved immediately going up, to the right, and hiding halfway in and out of the teleporter).
The Grid Bugs and Cones also have somewhat looser patterns, and for some of these boards you have to spin the controller *before* the board actually starts in order to have the gun positioned properly to shoot a bug/cone section and move (otherwise it is instant death).


If you shoot ALL the bugs, the level ends, and drags you up and through the tower no matter where you are on the board.


*This is an interesting bug*
On the MCP Cone levels, if you go all the way to the right or the left and keep moving, you can move the whole playfield to the side.
This doesn't seem to have any other affect, but it is kinda fun to see.


*Here's an odd Tron bug*

On the Recognizer Tank levels, make your way to one of the little alcoves in either the top right, or bottom left corners.
The tanks cannot shoot, and will not go down an alcove, so therefore cannot kill you.
Then, wait approximately 9 to 10 minutes without moving your tank.
You can fire, but do not kill all the recognizers.

After the time (9-10 mins), the sound system will go berzerk, starting with a very high pitch tone, which falls to a low tone that vibrates the cabinet.

The sound also goes berzerk if you enter the tower at 0099 units on the bug screen.


- SERIES:


1. Tron

2. Discs of Tron


- STAFF:


VP Engineering: John Pasierb

Software: Bill Adams

Hardware: Atish Ghosh

Art / Cabinet Design: George Gomez

With support from Tom Leon.


$end

#-----------------------------

#Tropical Angel

$info=troangel,
$bio

Tropical Angel (c) 09/1983 Irem.


$end

#-----------------------------

#Truxton

$info=truxton,
$bio

Truxton (c) 1988 Toaplan.

This game is known in Japan as Tatsujin (literaly: Expert).

Licensor: Taito.


- STAFF:


Music composed by Masahiro Yuge.


- SERIES:


1. Truxton

2. Truxton II


$end

#-----------------------------

#Truxton II

$info=truxton2,
$bio

Truxton II (c) 10/1992 Toaplan.

This game is known in Japan as Tatsujin Oh.


- STAFF:


Music composed by Masahiro Yuge.


- SERIES:


1. Truxton

2. Truxton II


$end

#-----------------------------

#Tube Panic

$info=tubep,
$bio

Tube Panic (c) 01/1984 Nichibutsu / Fujitek.


$end

#-----------------------------

#Tube-It

$info=tubeit,
$bio

Tube-It (c) 1993 Taito.

This game is known in Japan as Cachat.


$end

#-----------------------------

#Tumble Pop

$info=tumblep,tumblepj,tumblepb,tumblep2,
$bio

Tumble Pop (c) 11/1991 Data East.


- STAFF:


Planner: Makoho Kikuchi

Programmer: Hidemi Hamada, Kei Ichikawa, M. Sano

Designer: Atsushi Takahashi, Ryohey Hirakata, Touma Arakawa, Sanomi Kiyota, Chie Kitahara, Oguri, Noriyuki Morita, Yasuko Kurohiji, Hiroshi Tada

Sound: Tom Sato, Seila, Mr.K

Hardware: T. Kanayama


$end

#-----------------------------

#Tunnel Hunt

$info=tunhunt,
$bio

Tunnel Hunt (c) 1981 atari.


- TRIVIA:


Tunnel Hunt was the first vector game realized by Owen.


- STAFF:


Designed and programmed by Owen Rubin.

Hardware by Dave Sherman.


$end

#-----------------------------

#Turbo

$info=turbo,turboa,turbob,
$bio

Turbo (c) 10/1981 Sega.


$end

#-----------------------------

#Turbo Force

$info=turbofrc,
$bio

Turbo Force (c) 1991 Video System.


$end

#-----------------------------

#Turbo Tag

$info=turbotag,
$bio

Turbo Tag (c) 1985 Bally Midway.


$end

#-----------------------------

#Turkey Shoot

$info=tshoot,
$bio

Turkey Shoot (c) 07/1984 Williams.


$end

#-----------------------------

#Turpin

$info=turpin,
$bio

Turpin (c) 1981 Konami (Sega license).

This game is known as Turtles, and as 600.


$end

#-----------------------------

#Turtle Ship

$info=turtship,
$bio

Turtle Ship (c) 1988 Philko.


- STAFF:


Director: Han Sang Ho

Programmer: No Young Ho

Graphic designer: Nam Han Hee, Jang Kye Sook, Kwak Woo Jong, Song Hae Jung

Scenario & Music: Lee Jae Kun, Lee Jung Kyu

Technical supporter: Park Hee Jang, Ryoo Sook Ja

Board designer: Hong Jong Rim, Choi Seung Li


$end

#-----------------------------

#Turtles

$info=turtles,
$bio

Turtles (c) 11/1981 Konami.

Licensed to Stern for US manufacture and distribution. (12/1981)

This game is known as Turpin, and as 600.


$end


#-----------------------------

#Tutankham

$info=tutankhm,tutankst,
$bio

Tutankham (c) 06/1982 Konami.

Also licensed to Stern for US manufacture and distribution. (07/1982)


- TRIVIA:


Fabio Rossi, in his 'Dizionario Dei Videogame', claims that the game was originally to be called 'Tutankhamon'.
However, when programmers decided to change the monitor position from horizontal to vertical, they had to cut the -ON suffix from "Tutankhamon" to make the title fit the screen width.
Rossi reports this anecdote to stress the lack of marketing strategies in the early years of VGs, when a game's name could be determined by simple technical considerations.


- STAFF:


Programmed by H. Tanigaki.


$end

#-----------------------------

#Twin Cobra

$info=twincobr,twincobu,
$bio

Twin Cobra (c) 10/1987 Taito.

This game is known in Japan as Kyukyoku Tiger (literally: Ultimate Tiger).

Licensed to Romstar for US manufacture and distribution. (11/1988)


- UPDATES:


Difference between Twin Cobra and Kyukyoko Tiger:

T.C. supports two simultaneous players.

K.T. supports two players, but only one at a time.
For this reason, it also supports Table Top cabinets.

T.C. stores 3 characters for high scores.

K.T. stores 6 characters for high scores.

T.C. heros are Red and Blue for player 1 and 2 respectively.

K.T. heros are grey for both players.

T.C. dead remains of ground tanks are circular.

K.T. dead remains of ground tanks always vary in shape.

T.C. continues new hero and continued game at current position.

K.T. continues new hero and continued game at predefined positions.
After dying, and your new hero appears, if you do not travel more than your helicopter length forward, you are penalised and moved back further when your next hero appears.

K.T. Due to this difference in continue sequence, Kyukyoku Tiger is MUCH harder, challenging, and nearly impossible to complete !


- STAFF:


Music and sound created by Tatsuya Uemura.


$end

#-----------------------------

#Twin Eagle - Revenge Joe's Brother

$info=twineagl,
$bio

Twin Eagle - Revenge Joe's Brother (c) 1988 Seta

Licensed to Taito for US manufacture and distribution.


- SERIES:


1. Twin Eagle - Revenge Joe's Brother

2. Twin Eagle II - The Rescue Mission


- STAFF:


Produced by J. Fujimoto.

Game designed by MTY, and Yam.

Game programmed by MTY.

Game sub programmed by K. Nakanishi WLZ.

System programmed by H. Kobayashi, and K. Yoshii.

Graphic designed by Sachiko.

Character designed by: K. Sato, A. Kumura, M. Kasajima, M. Takeda

Music direction: Goblin Sound

Music composed by: Zero Yotsumoto, T. Suzuki, Conrad T. Kozawa

Music performed by: T. Suzuki, Zero Yotsumoto, Coke Taguchi, T. Tanno, S. Tsutsui

Sound edited by T. Suzuki, and T. Hasegawa.

Allugataya System: T. Hasegawa, T. Suzuki, K. Okuda

Game advised by J. Narita.

Graphic editer designed by M. Watanabe.

68K Chan: K. Ishikawa

Board designed by N. Nonaka.

Pcm 16: K. Oiyama

Vdc: T. Iwata, K. Oiyama

Vrc: N. Nonaka

Sound filter: Shyachou, M. Tanaka

Eigiyou: T. Ishikawa, Y. Ota

Jimu: T. Watanabe, T. Hiroi, K. Komura, M. Tanaka

Koubai: M. Harada, M. Iwata

Koumu: Y. Ikegai

Seizou: A. Aranaga, T. Sasho, K. Tominaga

Character model maked by: M. Takeda, K. Nakanishi WLZ, S. Tanaka


$end

#-----------------------------

#Twin Hawk

$info=twinhawk,twinhwku,
$bio

Twin Hawk (c) 1989 Taito.

This game is known in Japan as Daisen Pu.


$end

#-----------------------------

#Twin Qix

$info=twinqix,
$bio

Twin Qix (c) 01/1995 Taito.


- SERIES:


1. Qix

2. Super Qix

3. Twin Qix


- STAFF:


Project Leader: Keppel Maekawa

Software Design: Harumi. K

Game design: Tukasa Oshima, Takafumi Kaneko

Character Design: Izumi Takemoto

Graphic: Akiyoshi Takada, Indy Chinkai, Takashi Yamada, Takeshi Ninomiya, Shigeki Yamamoto, Masato Shinchi, Kawamoyan

Sound: Nakayama Jotohei (of Zuntata Team)

Printing Design: Kumi Mizobe

Hardware Works: Takeshi Kinugasa


$end

#-----------------------------

#TwinBee

$info=twinbee,
$bio

TwinBee (c) 03/1985 Konami.


$end

#-----------------------------

#Twinkle Star Sprites

$info=twinspri,
$bio

Twinkle Star Sprites (c) 01/1997 ADK.


- TIPS & TRICKS:


*Play as Sprites*
At the character select screen, put the selector on Ran and press:
Up(x4), A.


*Play as Memory*
At the character select screen, put the selector on Ran and press:
Down(x4), A.


*Play as Mevious*
At the character select screen, put the selector on Griffon and press:
Up(x4), A.


*Play as Dark Ran*
At the character select screen, put the selector on Griffon and press:
Down(x4), A.


$end

#-----------------------------

#Two Crude

$info=twocrude,
$bio

Two Crude (c) 04/1990 Data East.

This game is also known as Crude Busters.


- STAFF:


Game design: Akira Ohtami

Programs: Takaaki Inowe, Souichi Akiyama

Character designs: Kazumi Minagawa, Sonomi Nagao, Yoshinari Kaihou, Eiko Kurihara, Shintoku Ohe, Shinji Noda, Chie Kitahara, Hitomi Fujiwara, Chika Shamoto, Kazumi Enomoto

Background designs: Masanori Tokoro, Kazunori Hashimoto, Atsushi Kaneko, Shuichi Togashi, Masayuki Inoshita, Inochi Kawamura, Mika Yamaguchi, Tomoo Adachi

Ex. designs: Masayuki Kawaguchi, Hiroshi Kadode, Uzzy, Seiji Koyanagi, Masahiko Tezuka

Sound: Asha, Maro, Kiwch

Hard: Masami Ohki

Voice: Fred Young

Advice: Joe Kaminkow

Project leader: Iwao Horita


$end

#-----------------------------

#Two Tigers

$info=twotiger,twotigra,
$bio

Two Tigers (c) 07/1984 Bally Midway.


- STAFF:


Designed by Ron Halliburton (Omega Race).

Software: Tim Gilbert (of Arcade Engineering).

Graphics: R. Berrios

Production: M. Gardaphe


$end

#-----------------------------

#Typhoon

$info=typhoon,
$bio

Typhoon (c) 1987 Konami.

This game is also known as Ajax.


- STAFF:


Producer: K. Hiroshita

Director: S. Okamoto

Programmer: S. Fujiwara, Gen. S

2D design: N. Sugita

3D design: N. Ishii

Tittle: Dr. Hide

Character: K. Nakamura

Sound: Y. Uno, M. Furukawa

Hardware: H. Ueno, K. Ban


$end

#-----------------------------

#U.N. Defense Force - Earth Joker

$info=earthjkr,
$bio

U.N. Defense Force - Earth Joker (c) 1993 Visco.


- STAFF:

Producer: Tetsuo Akiyama

Assistant Producer: Keisuke Usami

Director: Don Gabacyo

Program: IDEB 77Kg, ON0721-ST, M. Nakajima, AD-26255417J

Character Design: K. Takahashi, T. Takahashi

Music Composer: K. Fukumori, Space Creative


$end

#-----------------------------

#U.N. Squadron

$info=unsquad,
$bio

U.N. Squadron (c) 08/1989 Capcom.

This game is known in Japan as Area 88.


- TRIVIA:


The game is based on the Japanese manga 'Area 88'.


- TIPS & TRICKS:


*Easy Money*
Have player one start the game, then have a second player start in later.
Player two will begin with $10,000 more.


- STAFF:


Planning: Mako P, Parazoll Shono, Poo

Direction: Kihaji Okamoto

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

Music Composer: Chan Chakorin

Hard Design: Kucchan

Programing: Blbon, Takako


$end

#-----------------------------

#U.S. Classic

$info=usclssic,
$bio

U.S. Classic (c) 03/1989 Seta.


$end

#-----------------------------

#U.S. Navy

$info=cawingj,
$bio

U.S. Navy (c) 10/1990 Capcom.

This game is known outside Japan as Carrier Airwing.


- TIPS & TRICKS:


*Bonus points*

Destroy all enemies in a level to get a various number of bonus points.


$end

#-----------------------------

#Ultimate 11, The

$info=ssideki4,
$bio

The Ultimate 11 - Snk Football Championship (c) 10/1996 SNK.

This game is known in Japan as Tokuten Ou - Honoo no Libero.


- SERIES:


1. Super Sidekicks

2. Super Sidekicks 2 - The World Championship

3. Super Sidekicks 3 - The Next Glory

4. The Ultimate 11 - Snk Football Championship

5. NeoGeo Cup '98 - The Road to the Victory


- STAFF:


Cast: Mr.Rod, Kuwayan., Bug Stopper, I.Etsuko, Tsubo-Tsubo, Hiroto, YNY with Catbrow

Camera: Kentarou

Light-1: Hiroto

Light-2: Lemon Angeler

Chief Director: RC-31Kai

Planners: Y.Romario, I.Etsuko, Galmaster Yanya

Programmers: CC8WRX, Toppo George

Sound-Music: Tate Norio, Miki

Art Director: Newsea

Designers: M-Chiesa, Neotridagger-ZMC, Shio Shio Shio, Oights, Commando,Keiko, Blendy-Cop!, Isso, Lovely Mimori!!, Z-Tom3, Commando?Miyako

Sponsor: Akai

Executive Producer: T.Nishiyama

Music Composer: Chan Chakorin

Hard Design: Kucchan

Programing: Blbon, Takako


$end

#-----------------------------

#Ultimate Ecology

$info=uecology,
$bio

Ultimate Ecology (c) 12/1993 Capcom.

This game is known in US as Eco Fighters.


- STAFF:


Object: S.Y, Imomushi, Chama, The Pin K, Dway!, Ovava, Minobeyan, Kakunaka

Scroll: Go, Y.N, May, Ziggy, Oyami, Hiropon

Program: Yuuka, A.Komorini, Tilde.Kaw, Commander Guchi, Some-P

Sound designer: Toshio.K, Hiroaki.K

Music composer: Syun

Voice: Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa

Planner: Meshi, Konou, Etos

Producer: Yokamoto

Original Planner: Mori Keisuke


$end

#-----------------------------

#Ultimate Mortal Kombat 3

$info=umk3,umk3r11,
$bio

Ultimate Mortal Kombat 3 (c) 1994 Midway.


- UPDATES:


This game is the same as Mortal Kombat 3 except for the inclusion of:


Version 1.0: Kitana, Mileena, Jade, Scorpion, Reptile, Ermac, Classic Sub-Zero, Human Smoke, Classic Noob Saibot added, Hell, Waterfront, Desert, Cavern stages added, Computer intelligence increased, New Kombat Codes added, New Ultimate Kombat Codes added, Scorpion cannot finish a sentence when the spear connects (i.e.  "Get-"  or  "Come-"), If Shang Tsung chosen in Randper Kombat, character will stay as Tsung, Game will crash if Noob Saibot touches Sub-Zero's ice clone, Lots more bugs in there.

Version 1.1: Supreme Demonstration icon selectable only through the 8-man tournament.

Version 1.2: ???


- TIPS & TRICKS:


*Fight as Human Smoke*
Select Smoke, then hold HP+HK+BL+RUN+Left until the match starts.
Note: If playing as player two, press Right instead of Left. 


*Fight as Noob Saibot*
Note: This can only be enabled on WaveNet machines.
Play against a human opponent.
Select Kano then hold Back+LP+LK+HP+BL until the match begins. 


*Kombat Kodes*
Kombat Kodes are entered at the two player versus screen that appears after character selection.
The following buttons control each box, from left to right: LP BL LK (player one side) LP BL LK (player two side).
The numbers indicate how many times each button should be pressed to display the correct symbol in the box.
A dash separates the player one entries from the player two entries.
A message will appear when the match begins to confirm correct code entry.

Effect Kombat Kode: 

2 on 2 only 227-227

Streets stage 079-035

Bridge stage 077-022

Shao Khan's Cave stage 004-700

Ermac's Portal stage 933-933

Noob Saibot's Dorfen stage 050-050

Subway stage 880-088

Scorpion's Lair (Hell) stage 666-444

Pit 3 stage 820-028

Roof Top stage 343-343

Soul Chamber stage 123-901

Temple stage 600-040

The Waterfront stage 002-003

The Grave Yard stage 666-333

Jade's Desert stage 330-033

Bell Tower stage 091-190

Shao Khan's Tower stage 880-220

P1 half energy 033-000

P2 half energy 000-033

P1 quarter energy 707-000

P2 quarter energy 000-707

Super endurance 024-689

P1 does half damage 390-000

P2 does half damage 000-390

No special moves 555-556

Combos disabled 722-722

Round 3 with almost no energy 044-440

Throwing disabled 100-100

Blocking disabled 020-020

Real Kombat 040-404

Psycho Kombat 985-125

Randper Kombat 444-444 or 460-460

Dark Kombat 688-422

Silent Kombat 300-300

First round winner fights Classic Smoke 205-205

First round winner fights Noob Saibot 769-342

First round winner fights Motaro 969-141

First round winner fights Shao Khan 033-564

"Go See The MK Live Tour" message 550-550

"Rain Can Be Found In The Grave Yard" message 717-313

"There Is No Knowledge That Is Not Power!" message 123-926

"Pub! D.K.P." message 300-003

"It Should Work!?" message 200-002

"It's Your Sprite Routine! M.A.H." message 100-001

"Hold Flippers During Casino Run" message 987-666

"No Fear, Max Countdown, E B Button, Skydive" message 282-282

"Whacha Gun Do? E.B." message 004-400

"Skunky!!" message 122-221

"Don't Jump At Me" message 448-844

Invisible Energy Bars 987-123

Show The Revision # 999-999

Unlimited Run 466-466

Super Endurance 024-689

Hyper Run Jumps 321-789

Play Galaga 642-468

Uppercut Recovery 788-322


*Ultimate Kombat Kodes*
The Ultimate Kombat Codes appear at the single player game over screen.
The following buttons control each box, from left to right:
HP LP BL LK HK (player one side) HP LP BL LK HK (player two side). 
The numbers indicate how many times each button should be pressed to display the correct symbol in the box.
A dash separates the player one entries from the player two entries. 

Effect Ultimate Kombat Codes:

Fight as Mileena 22264-22264

Fight as Ermac 12344-44321

Fight as Classic Subzero 81835-81835


- SERIES:


1. Mortal Kombat

2. Mortal Kombat II

3. Mortal Kombat 3

4. Ultimate Mortal Kombat 3

5. Mortal Kombat 4


$end

#-----------------------------

#Ultra Balloon

$info=uballoon,
$bio

Ultra Balloon (c) 1996 SunA.


$end

#-----------------------------

#Ultra Maru-hi Mahjong

$info=ultramhm,
$bio

Ultra Maru-hi Mahjong (c) 1993 Apple.


$end

#-----------------------------

#Ultra Tank

$info=ultratnk,
$bio

Ultra Tank (c) 02/1978 Atari.


- STAFF:


Designed and programmed by Mike Albaugh.


$end

#-----------------------------

#Ultraman

$info=ultraman,
$bio

Ultraman (c) 1991 Banpresto / Bandai.


$end

#-----------------------------

#Ultraman Club - Tatakae! Ultraman Jyoudai!!

$info=umanclub,
$bio

Ultraman Club - Tatakae! Ultraman Jyoudai!! (c) 1992 Tsuburaya Prod. / Banpresto.


$end

#-----------------------------

#Under Fire

$info=undrfire,
$bio

Under Fire (c) 1993 Taito.


- STAFF:


Anita Platacis, Carlos Laguardia, Carol Glaser, Ed Manning, Gail Smolen, Greg Hasler, Jim Belt, John Pipp, Larry Stallman, Mike Fountain, Paul Torres, Reg Winter, Rich Zver, Susan Schultz, Toni Jordan, Yoshi Nakanishi, Ichiro Fujisue, Masaki Yagi, Takaaki Tomita, Tsune Tsune, Tatsuya Ushiroda, Yosuke Tsuda, Keisuke Kogure, Takao Yoshiba, Osamu Inoue

Producers: Hisao Shimizu, Ichiro Fujisue

Directed by: Naomitsu Abe

Screenplay by: Yosuke Tsuda

Programming by: Ymot Yagi, Iromust TMR, TKHC-1, NOB

Characters created by: Chiho Maeda, Uoosy Mahler, Miwa Kamiya, Yuko Kajihara, Miyabi Tashiro, Naomitsu Abe, Yosuke Tsuda

Hardware Designers: Yasuhiro Shibuya, Hajime Aga, Tomio Takeda, Hironobu Suzuki, Digital Stream Corp.

Mechanical Coordinators: Jun Hishiyama


$end

#-----------------------------

#Undercover Cops

$info=uccops,uccopsj,
$bio

Undercover Cops (c) 07/1992 Irem.


- STAFF:


Creator: Meeher

Designer: Akio, Susumu, Kozo, Nob

Programmer: Teroling, Danger Nao

Sound: Hiya!

Character Voice: Nukegara, Muttershi, Fuku Chan, Kiki

American Staff: Steve, Drew, Max

Pubblicity Staff: S. Sakomizu


$end

#-----------------------------

#Undoukai, The

$info=undoukai,
$bio

The Undoukai (c) 1984 Taito.


$end

#-----------------------------

#UniWar S

$info=uniwars,
$bio

UniWar S (c) 10/1980 Irem.

This game is known in Japan as Gingateikoku No Gyakushu.

A bootleg of this game is known as Space Battle.


$end

#-----------------------------

#Uo Poko

$info=uopoko,
$bio

Uo Poko (c) 02/1998 Cave.

Licensed to Jaleco.


$end

#-----------------------------

#Up'n Down

$info=upndown,upndownu,
$bio

Up'n Down (c) 1983 Sega.


$end

#-----------------------------

#US AAF Mustang

$info=mustang,mustangs,mustangb,
$bio

US AAF Mustang (c) 1990 UPL.

Also licensed to Seoul Trading.


$end

#-----------------------------

#Us vs Them

$info=usvsthem,
$bio

Us vs Them (c) 06/1984 Mylstar.


- STAFF:


Created by Dennis Nordman, Warren Davis, Dave Faust,and Rich Tracy.

Graphics by Jeff Lee.

Music by Dave Zabriskie.

Sounds by Graig Beierwaltes.

Hardware by Dave Pfeiffer.


$end

#-----------------------------

#V'Ball - U.S.Championship

$info=vball,vball2pj,
$bio

V'Ball - U.S.Championship (c) 12/1988 Technos.


$end

#-----------------------------

#V-Five

$info=vfive,
$bio

V-Five (c) 12/1992 Toaplan.

This game is known in US as Grind Stormer.


- UPDATES:


Grind Stormer seems to be different in the way that you pick up the items directly and don't go through the power-up bar.


- STAFF:


Director: K. Takano

Programmer: C. Hayasato, T. Ikeda

Graphic Design: Y. Naora, M. Yamaguchi

Sound Director: M. Yuge



$end

#-----------------------------

#Valkyrie No Densetsu

$info=valkyrie,
$bio

Valkyrie No Densetsu (c) 04/1989 Namco.


- STAFF:


Spanky Usukura, Nam Nam, WanWan, Astron Ishii


$end

#-----------------------------

#Valtric

$info=valtric,
$bio

Valtric (c) 11/1986 NMK.

Licensed to Jaleco.


$end

#----------------------------

#Vampire Hunter 2 - Darkstalkers' Revenge

$info=vhunt2,
$bio

Vampire Hunter 2 - Darkstalkers' Revenge (c) 1997 Capcom.


- TRIVIA:


This game was only released in Japan.


- TIPS & TRICKS:


*Marionette Mode*
On the character select screen, go to the [?] box, press Start seven times, then push any punch or kick button.


- SERIES:


1. Vampire - The Night Warriors

2. Vampire Hunter - Darkstalkers' Revenge

3. Vampire Savior - The Lord of Vampire

4. Vampire Hunter 2 - Darkstalkers' Revenge

4. Vampire Savior 2 - The Lord of Vampire


$end


$end

#----------------------------

#Vampire Hunter - Darkstalkers' Revenge

$info=vhuntj,vhuntjr1,
$bio

Vampire Hunter - Darkstalkers' Revenge (c) 03/1995 Capcom.

This game is known outside Japan as Night Warriors - Darkstalkers' Revenge.


- SERIES:


1. Vampire - The Night Warriors

2. Vampire Hunter - Darkstalkers' Revenge

3. Vampire Savior - The Lord of Vampire

4. Vampire Hunter 2 - Darkstalkers' Revenge

4. Vampire Savior 2 - The Lord of Vampire


- STAFF:


Game Designer: Ohn, Nohah

Sound Designer: T. Kawakami "T.K,NY", Kajino Toshio

Music Composer: Anachey "Takapon", Hideki O.K, Akari.K -Lemon-

Object Designer: Kuri, Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi.B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta

Scroll Designer: Kyo, Tamachan, Motokazz.S, Aya

Program Designer: Panda, T J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora Papa & Yume & Hide Mama

Producer: Kihaji-O


$end

#-----------------------------

#Vampire Savior 2 - The Lord Of Vampire

$info=vsav2,
$bio

Vampire Savior 2 - The Lord Of Vampire (c) 09/1997 Capcom.


- TRIVIA:


This game was only released in Japan.


- TIPS & TRICKS:


*Marionette Mode*
On the character select screen, go to the [?] box, press Start seven times, then push any punch or kick button.


- SERIES:


1. Darkstalkers - The Night Warriors

2. Night Warriors - Darkstalkers' Revenge

3. Vampire Savior - The Lord of Vampire

4. Vampire Hunter 2 - Darkstalkers' Revenge

4. Vampire Savior 2 - The Lord of Vampire


- STAFF:


Producer: Noritaka Funamizu

General producer: Noritaka Funamizu, Yoshiki Okamoto

Main music composer: Anarchy Takapon (Takayuki iwai)

Sub music composer: Cyber-T (Tetsuya Shibata)

Sound effect & Voice edit: Moe.T (Cipher)

Sound driver: Yasushi Ikeda" A!Ohana"

Sound Tool: Tomohiro Masuda (Q~CVE)

Sound" Q_64M" hardware: Ida~~~~~~~N

Character design: Eripyonsuke, Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko_Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You.ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi, Shisui

Scrool design: Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki 1996, Kanno, Yuugen, Pokkemon

Program design: Hyper Shinchan, Cham, Pon, Min, Ittetsu, 24 (nishi), Tomo & Moto May!, T.Hirokado, Hard.Yas -Savior2-

Planner: S.Obata, Neo_G -H. Ishizawa-, Malachie, Nohah, Kanetaka (Kinta)

Voice actor: Araki Kae, Ueda Yuji, Konishi Hiroko, Chiba Isshin, Tokumaru Kan, Jinguji Yayoi, Neya Michiko, Hiyama Nobuyuki, Matsushita Miyuki, Yoshizumi Kozue, Kosugi Jyurouta, Hikami Kyoko


$end

#-----------------------------

#Vampire Savior - The Lord Of Vampire

$info=vsav,vsavj,vsavh,vsava,vsavu,
$bio

Vampire Savior - The Lord Of Vampire (c) 05/1997 Capcom.


- TIPS & TRICKS:


*Fight as defeated character*
Highlight the "?" icon at the character select screen.
Press Start four times, then hold start and press JP+MP+FP, begin a match.
When you defeat a character in a round, you will begin the next round as that person.


*Fight as original Jon Talbain*
At the character select screen, highlight Jon Talbian and press Start and all three punch buttons at the same time.


- SERIES:


1. Darkstalkers - The Night Warriors

2. Night Warriors - Darkstalkers' Revenge

3. Vampire Savior - The Lord of Vampire

4. Vampire Hunter 2 - Darkstalkers' Revenge

4. Vampire Savior 2 - The Lord of Vampire


- STAFF:


Main music composer: Anarchy Takapon (Takayuki iwai)

Sub music composer: Masato Kouda (Cipher)

Sound effect & Voice edit: Moe.T (Cipher)

Sound driver: Yasushi Ikeda" A!Ohana"

Sound Tool: Tomohiro Masuda (Q~CVE)

Sound" Q_64M" hardware: Ida~~~~~~~N

Character design: Eripyonsuke, Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko_Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You.ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi

Scrool design: Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki 1996, Kanno, Yuugen, Pokkemon

Program design: Hyper Shinchan, Cham, Pon, Min, Ittetsu, 24 (nishi), Moto $ Tomo Nogi, T.Hirokado, Hard.Yas -Jedah-

Planner: S.Obata, Neo_G -H. Ishizawa-, Malachie, Nohah, Kanetaka (Kinta)

Voice actor: Araki Kae, Ueda Yuji, Konishi Hiroko, Chiba Isshin, Tokumaru Kan, Jinguji Yayoi, Neya Michiko, Hiyama Nobuyuki, Matsushita Miyuki, Yoshizumi Kozue, (Arts Vision)

Producer: Tetsuya Iijima

General producer: Noritaka Funamizu, Yoshiki Okamoto


$end

#-----------------------------

#Vampire - The Night Warriors

$info=vampj,vampja,vampjr1,
$bio

Vampire - The Night Warriors (c) 06/1994 Capcom.

This game is known outside Japan as Darkstalkers - The Night Warriors.


- TIPS & TRICKS:


*Alternate costume color*

Highlight a fighter at the character selection screen and press Start.


- SERIES:


1. Vampire - The Night Warriors

2. Vampire Hunter - Darkstalkers' Revenge

3. Vampire Savior - The Lord of Vampire

4. Vampire Hunter 2 - Darkstalkers' Revenge

4. Vampire Savior 2 - The Lord of Vampire


- STAFF:


Planning: Junichi Ohno, Gyo, Jun Koike

Program: Atsushi Ohuchi, AKiyoshi Eshiro, Toshihiko Tsuji, Morimichi Suzuki, Hiroshi Inaba

Object: Kurisan, Hiroshi Shibata, Keiko Kitayama, Mizuho Kageyama, takashi Hayashi, Q, Toshikazu Matsumoto, Kimo Kimo, Who, Tohru Takaoko, Mizupyon

Scroll: Yuki Kyotani, Kaori Matsumoto, Hiroyuki Imahori, Akemi Isoe, Tamayo Takeo, Miyuki Hongoh, Saru

Sound Design: Toshio Kajino (1970,2.25.) B, Tomuyuki "T.K,NY" Kawakami (1971,8.31.) A

Music Compose: "Anachey" Takapon (1969,11.19.) A, Hideki.OK (1970,3.28.) A


$end

#-----------------------------

#Van-Van Car

$info=vanvan,vanvank,
$bio

Van-Van Car (c) 1983 Sanritsu.

Licensed to Karateco.


$end

#-----------------------------

#Vandyke

$info=vandyke,
$bio

Vandyke (c) 1990 UPL.


$end

#-----------------------------

#Vanguard

$info=vanguard,vangrdce,
$bio

Vanguard (c) 07/1981 SNK.

Also licensed to Centuri for US manufacture and distribution. (10/1981)


- SERIES:


1. Vanguard

2. Vanguard II


$end

#-----------------------------

#Vanguard II

$info=vangrd2,
$bio

Vanguard II (c) 01/1984 SNK.


- SERIES:


1. Vanguard

2. Vanguard II


$end

#-----------------------------

#Vapor Trail - Hyper Offence Formation

$info=vaportra,vaportru,
$bio

Vapor Trail - Hyper Offence Formation (c) 1989 Data East.

This game is known in Japan as Kuhga - Operation Code "Vapor Trail".


$end

#-----------------------------

#Varth - Operation Thunderstorm

$info=varth,varthj,varthu,
$bio

Varth - Operation Thunderstorm (c) 07/1992 Capcom.

Licensed to Romstar for US manufacture and distribution. (07/1992)


- STAFF:


Planner: Vally Dack Kelbon, Natural Sai Sai, Nijiken Mouri, Odds Maker Maetake

Scroll design: Kintaro, Kuramoyan, Maru Chan, Mon Chan

Object design: Kurata N, Manbou, Hanisawa, Ume

Programmer: Ohuchi, Meijin T, Hac, Okosama Ecchiro, Komorichie Darkside

Sound: T Yomage, P, Bull

Director: Kihaji, Poo, Nin

Producer: Kihaji


$end

#-----------------------------

#Vastar

$info=vastar,vastar2,
$bio

Vastar (c) 1983 Sesame Japan.


- TIPS & TRICKS:


When you reach the second radar that pops up from the ground, after you landed the first time and gone through the forest, put your shield on and go directly into the laser firing turret.
You should activate a warp to the second spaceship!


- STAFF:


Toshiaki.O, Super.Kita, Nakanishi, Nakamura, Yoshida, Holstein, Kashuga, Kapa Enoki, Sweet Yuge, Harumage.M


$end

#-----------------------------

#Vendetta

$info=vendetta,vendetar,vendetas,vendeta2,
$bio

Vendetta (c) 07/1991 Konami.

This game is known in Japan as Crime Fighters 2.


- TRIVIA:


Each player character resembles a real-life personality.
Hawk looks like 'Hulk Hogan', Sledge looks like 'Mr. T', Boomer looks like 'Jean-Claude Van Damme', and Blood looks like 'Mike Tyson'.


- SERIES:


1. Crime Fighters

2. Vendetta


- STAFF:


Game Design: S. Okamoto, K. Ozaki, Y. Kobayashi

Character Design: M. Yoshida, K. Nakanishi, T. Nakazama

Sound Design: H. Shikama, M. Yamame

Hardware Design: K. Itoh

Director: S. Okamoto

Management: S. Kido


$end

#-----------------------------

#Venture

$info=venture,venture2,venture4,
$bio

Venture (c) 06/1981 Exidy.


- TIPS & TRICKS:


*SCORING*

a. Hall Monster: Low score

b. Dungeon Monster: medium score

c. Dungeon treasure: high score

d. Extra bow after clearing Level Two


*DANGERS*

a. Touching any hall monster or dungeon monster, or being crushed or otherwise done in, causes immediate death to Winky, the heroic archer controlled by the player.


*OBSERVATIONS*

a. As in several other maze games, the joystick directs motion and shooting; whenever the player shifts his bow to a new direction, he begins to move that way as well.

b. Hall monsters wander outside the dungeons, starting slowly.
Shooting one will not destroy it, so the only way to escape them as they home in is to evade them.

c. To keep a treasure, Winky must leave the dungeon with it.
If he is killed before he can, the treasure reverts to its original place and all dead monsters in the dungeon are revived.
Except for the points Winky earned during his first time in it is as though he held never been there.

Once he does clear the dungeon, it becomes solid on the large map, and he cannot go back in.
Once all the dungeons of a level have been looted, Winky climbs down to the next level.

d. Whenever Winky is killed and reborn, he takes a new bow and tramps five steps down a staircase to the bottom of whatever level he is at, slightly left of center.
If he has looted the level at all, those chambers are still solid in the overhead view.
Hall monsters then begin to materialize and start tracking him within two seconds.

e. After Winky has been in one dungeon for a maximum of ten seconds, a hall monster begins to materialize just outside.
Once it has grown to full size, a process of about two seconds, it makes a beeline for Winky, passing straight through whatever walls or monsters lie in its path.

If Winky leaves when he sees a hall monster outside, the monster will rarely be there when he gets out.

f. Whenever Winky leaves a dungeon and then reenters it, whatever monsters he has killed inside are alive again.
If he left to flee a has monster, furthermore, the monster will begin to re materialize right away.
The longer Winky takes going in and out, the more hall monsters will be waiting for him outside when he finally leaves.

g. Occasionally, a hall monster is waiting just outside a dungeon door,and Winky doesn't have a chance.

h. Each dungeon monster,dead or alive, is deadly to touch.
Corpses disintegrate slowly, and even the last dot of color will kill Winky if he touches it.

i.Shooting a disintegrating corpse does not hasten its disappearance: rather,it reconstitutes the body,as though the monster has been freshly killed.

Dungeon monsters often seem to sense when Winky is aiming at them, and they move out of his line of fire. To shoot them, he must move, aim, and fire quickly.

It is often possible to obtain and keep a treasure just by dodging the monsters, thus saving the time it would take to kill them.

j.With the completion of each level, his total score is increased by the number of points Winky earned while there multiplied by a one-digit number displayed just under the title over the map of the level.
If he gained 1,000 points in the first level, for example, they might be multiplied by 7, making his overall score 8,000.

The more time Winky takes to finish the level, the smaller the bonus multiplier becomes.

k. There are too many dungeons to give a detailed description of each one, but here are previews of the first two levels.
The most useful to known.

l. Level One, top left (The Wall Room): The easiest of the dungeons.
Four red walls slowly move in and out: there is a diamond in the center.
Winky can touch the walls and survive, as long as he doesn't let them crush him against any of the dungeon walls.

If he waits until the top or bottom wall has come as far from the center as it can, he can scoot in,grab the diamond and leave the way he came.
Shooting a hole in a wall clears a more direct path, but it earns him no points and consumes valuable time.

m. Level One, top right (The Serpent Room): The three green snakes are guarding a magic apple.
They always remain horizontal and do not move very fast or dangerously so dodging or shooting them is not difficult.
If Winky enters through the door in the right-hand wall, only two snakes are wriggling between him and the apple.
If he enters through the other door, he must face all three.

n. Level One, bottom left and bottom right (The Goblin Room and The Skeleton Room); the three monsters in each of these dungeons are not particularly hard to deal with, although killing them takes more time than simply escaping with the treasures.
Once the player knows how they move, they should not present much of a challenge either way.

o. Level Two, top left (The Two-Headed Room): this Y-shaped dungeon seems empty as Winky enters but,as soon as he touches the treasure at the bottom, four deadly crabs appear two blocking each exit.
If Winky shoots one, its corpse might block his path to freedom when the hall monster enters.

p. Level Two, top right (The Troll Room): when Winky enters this dungeon, walls stand between him and the two angry trolls who guard their treasure.
After about three seconds, though, three large gaps appear in the barrier, permitting the trolls to charge through.
They are the most evasive Level Two monsters.

q. Level Two, center (The Dragon Room): the four large dragons in this room are fairly easy marks, but once they die, their corpses often block Winky's path to the treasure at the apex of the triangle and back to his one exit in its base.
A hall monster is bound to enter before he can leave.

r. Level Two, bottom (The Spider Room): the three red spiders are fast and hard to hit, but they as not the dungeon's greatest threat: once Winky has managed t0 obtain the chamber`s treasure, a dancer statuette, all three spiders, alive and dead, vanish only to be replaced by two faster, deadlier, yellow spiders, one on each side of poor Winky.

s. The next level features such attractions as The Demon Room, The Genie Room.
The Bat Room, and The Cyclops Room, each challenging in its own way.
In later levels:

1. The point values and bonuses Increase.

2. The dungeons become more difficult

3. The hall monsters move faster.


*STRATEGIES*

a. If you wont to change aim without moving, learn just to tap the joystick, not to jam it.

b. When pursued by hall monsters outside the dungeons, don`t waste time by shooting them.
Reverse direction, switch from side to side, and do whatever else you must to escape.

c. Do your best not to shoot a monster where its corpse might block your path to or from the treasure.
If you do, you have no choice but to wait until it has completely disintegrated; under no circumstances should you shoot it again.

d. Because you want to get out of each dungeon quickly, you should waste no time in picking up the treasure.
It can and should be done in one fluid motion.
The Instant you touch the loot, you should start thinking about getting out.

e. When a hall monster appears outside a dungeon, leave.
Even if it is outside the room's only exit, remember that it won't be there when you get outside-although another might.

Once the half monster has actually entered the dungeon, the best policy is to flee in the opposite direction.
If there is no exit there or a corpse is blocking it, it is still possible in the first three levels for a skillful Winky to escape around the hall monster.
It's a risk but do it if you have to.

f. When leaving a dungeon, look out.
You don't want to run straight into a waiting hall monster.
The more time you've spent in the level so far,the more you should worry.

g. The question of whether to shoot dungeon monsters when you don't absolutely have to depends on two factors: speed and accuracy.
If you think you can kill several in a short time,do it.
Keep in mind the bonus at the end of each level, since that determines your final score.
Unless you are very fast, there is no point in risking the decrease of your score by a seventh or a sixth for a few hundred points.

h. Since you Start in the same place on the level each time, it makes sense to clear the dungeons nearest you first.
If you can make a circuit of the level without being killed,the strategy will save time.
If you are killed and have to start over,you will have to take the same long route you avoided before.

i. In The Wall Room, don't bother shooting your way through the red walls.
It's a risk that earns you no points and takes more time than simply slipping around them.
Since this dungeon Is the easiest, it should probably be saved for last, when you need to finish quickly.

j. In The Serpent Room, send arrows down on the two lower snakes before you enter their territory.
Their length will make them easy targets from that angle.

If pressed for time enter and exit the dungeon through the door in the right wail, avoiding a confrontation with the third snake.

k. The Goblin and Skeleton Rooms should be handled according to your inclination.
You can easily evade the monsters, but the points you could gain with a few parting shots should be considered.

i. Save The Two-Headed Room for the end of Level Two, since it is a very quick job once you have the secret.
When you don't have time to shoot the crabs and then to wait for them to disintegrate from your path, split-second timing alone will get you out safely.
The instant you touch the treasure,jam the joystick to the upper left.
Each time, you will barely make it past the crabs and out the left head of the room.

A more lucrative and time-consuming method is to stay at the bottom with your treasure and wait for the crabs to drift down from the heads into the body in search of you, as they invariably do.
If you shoot well, you can kill them and still leave a clear path out.
If a hall monster appears before you finish though, say goodbye to Winky.

m. As soon as you enter The Troll Room, move about an inch to the left of the entrance, staying as low as possible: aim to the upper right.
As soon as the walls vanish, one goblin will come thundering down since he doesn't sense that you're aiming at him.
Diagonal shots are your best chance against any of the monsters, but the trolls are particularly tricky.

Shoot as soon as he leaves cover, then move up and get the treasure.
The remaining troll will not be had to evade If you are fast.

Whenever you do aim vertically or horizontally,the trolls will not give you a chance to hit them, holding you in stalemate until the hall monster shows up.
What you must do ( if you don't want to shoot diagonally) is aim in some other direction until your target has committed himself to attack.
Then quickly shift your aim and fire before he has a chance to dodge.

n. You must kill almost everything in The Dragon Room; there is no room to maneuver around the dragons while they are all alive and moving.
Even if you are a skillful archer, you must take special care to shoot so that you still have a clear path to and from the treasure.
If you have to wait for the dragons to disintegrate before you can reach it, you might as well forget about it.

o. The red denizens of The Spider Room win always stay near the treasure in the center; they shift around it to follow you.
Shoot one for best results: it takes almost no time and you can easily snatch the treasure from only two defenders.

The instant you do, look out for the two yellow spiders.
They will close in on you rapidly,and your only chance is to duck under one and escape while you still have time.
Once you reach the door, a couple of arrows shot at your pursuers won`t hurt.

p. With each new level, be prepared for greater and greater challenges.
Try to view each dungeon creatively to find the best strategy.


VENTURE is one game in which it is not only important but vital to watch more experienced players, observing the game`s many unusual problems and the different ways of handling them.
Good luck!


- STAFF:


Designed and programmed by Howell Ivey and crew.


$end

#-----------------------------

#Venus

$info=venus,
$bio

Venus (c) 1983.

This game is a booleg of Gyruss.


$end

#-----------------------------

#Victory Banana

$info=victorba,
$bio

Victory Banana (c) 09/1982 Exidy.

This is a modification kit for Victory.


$end

#-----------------------------

#Victory

$info=victory,
$bio

Victory (c) 02/1982 Exidy.

A modification kit for this game is known as Victory Banana.


$end

#-----------------------------

#Victory Road

$info=victroad,
$bio

Victory Road (c) 1986 SNK.

This game is known in Japan as Dogosoken.


- SERIES:


1. Ikari Warriors

2. Victory Road

3. Ikari III - The Rescue


$end

#-----------------------------

#Video Eight Ball

$info=8ball,8ball1,
$bio

Video Eight Ball (c) 1982 Century Electronics.


$end

#-----------------------------

#Video Hustler

$info=hustler,hustlerb,
$bio

Video Hustler (c) 08/1981 Konami.


$end

#-----------------------------

#Video Pinball

$info=videopin,
$bio

Video Pinball (c) 02/1979 Atari.


- TRIVIA:


World's first video attraction to simulate an pinball game.


- STAFF:


Designed and programmed by Ed Logg.


$end

#-----------------------------

#Viewpoint

$info=viewpoin,
$bio

Viewpoint (c) 10/1992 Sammy.


$end

#-----------------------------

#Vigilante

$info=vigilant,vigilntu,vigilntj,
$bio

Vigilante (c) 03/1988 Irem.

Licensed to Data East for US manufacture and distribution. (02/1988)


$end

#-----------------------------

#Vimana

$info=vimana,vimanan,vimana1,
$bio

Vimana (c) 1991 Toaplan.

This game was licensed to Tecmo for Japanese distribution.

It was licensed to Romstar for US manufacture and distribution.


- STAFF:


Music composed by Toshiaki Tomizawa.


$end

#-----------------------------

#Vindicators

$info=vindictr,vindicta,
$bio

Vindicators (c) 04/1988 Atari Games.


- STAFF:


Designed and programmed by Kelly Turner, Norm Avellar, and Rusty Dawe.

Art and animation by Kris Moser, and Susan G. McBride.

Audio by Brad Fuller and Hal Canon.


$end

#-----------------------------

#Vindicators Part II

$info=vindctr2,
$bio

Vindicators Part II (c) 05/1989 Atari Games.


- TRIVIA:

This was sold only as a conversion kit.
About 400 of these kits were made.


- UPDATES:


Vindicators part II plays identically to Vindicators with some exceptions:

- Only 10 of the 14 original levels are inclued.

- No T-shirt contest appears nor are there any contest-related items.

- Changes were made to the original weapons


- STAFF:


Designed and programmed by Kelly Turner, Norm Avellar, and Rusty Dawe.

Art and animation by Kris Moser and Susan G. McBride.

Audio by Brad Fuller and Hal Canon.


$end

#-----------------------------

#Violence Fight

$info=viofight,
$bio

Violence Fight (c) 1989 Taito.


- STAFF:


Game Program: Takeshi Ishizashi, Yumi Inoue

Game Design: Yukihiko Sakamoto

PCB Design: Eikichi Takahashi

Sound Design (Team Zuntata): Masahiko Takagi, Yasuko Yamada, Yasuhisa Watanabie

Cabinet Design: Hiroyasu Nagai

Character Design: Kenji Hazama, Kazumasa Fuseya, Takashi Yamada, Noritaka Kawamoto, Seiji Kawagishi, Kouji Ohmae, Reiko Mithuoka, Minako Morimoto


$end

#-----------------------------

#Viper

$info=viper,
$bio

Viper (c) 04/1988 Leland.


- SERIES:


1. Danger Zone

2. Viper


$end

#-----------------------------

#Volfied

$info=volfied,volfiedu,volfiedj,
$bio

Volfied (c) 1989 Taito.


- STAFF:


Game Design: Mitsuji (MTJ)

Software: Kobayashi (Y.K), TKN, DKI

Character: Hitsuji (HTJ), Sanuki (T.S), Kuriki (KRK), Iwabuchi (IWB), TEC Team, V.P Team

Sound: Ogura (OGR)

Hardware: Ohara (OHR)

Instraction: Nagai (NGI)


$end

#-----------------------------

#Voltage Fighter - Gowcaizer

$info=gowcaizr,
$bio

Voltage Fighter - Gowcaizer (c) 09/1995 Technos.

This game is known in Japan as Choujin Gakuen Gowcaizer.


- STAFF:


Starring the Voice Talents of: Hikaru Midorikawa, Nobuyuki Hiyama, Hiderou Isikawa, Tomo Sakurai, Ryoutarou Okiayu, Yara Yuusaku, Yuuko Nagasima, Masami Oobari, Yumi Touma, Yoshiyuki Kouno, Syou Hayami

Project Leader: Teruo Ichimura

Director and Writer: Kengo Asai

Character Design: Masami Oobari (Studio G-1)

Character Art Director: Hideki Nakazawa

Title Design: Seiji Tanda

Assistant Director: Junichi Arai, Norihiro Sawada

Character Action Design and Arrange: Hiroyuki Katou, Masanori Mori, Sadayoshi Kurokawa, Syuji Wada

Enemy Algorithm Staff: Hiroyuki Katou, Masanori Mori, Nobuyuki Nakane, Tatumi Saitou, Hiroshi Satou, Sadayoshi Kurokawa

Programming Director: Nobuyuki Nakane

Programming Crew: Toshiaki Tugane, Hiroshi Satou, Masahiro Izumi, Masanori Mori

Music Composer: Chiaki Iizuka, Reiko Uehara, Kiyomi Kataoka, Kennosuke Suemura

Music Data Entry and Sound Effects: Kennosuke Suemura

Graphic Artwork Crew: Kouji Ogata, Masamiti Katagiri, Tutomu Nakazawa, Hiroyuki Katou, Kunihiro Hirabayashi, Takuto Mori, Syouji Miyagi, Miyuki Yakushiji, Eiitirou Nakatu, Tuyoshi Namiki, Yaki Imagawa, Kensuke Nishi, Hideki Hoshiya, Kouji Yamada, Satoshi Kazato, Kazumi Minagawa, Fujimi Oonishi, Karaage Kenzen, Chihiro Kushibe, Akiko Maruyama, Seiichirou Ishiguro, Big Bridge, Katuhiro Nakamura, takahide Koizumi, Atushi Ikeda, (c)J.C. Staff, (c)Winz, (c)Y.Y,B


$end

#-----------------------------

#VS Gong Fight

$info=vsgongf,
$bio

VS Gong Fight (c) 1984 Kaneko.


$end

#-----------------------------

#Vs. Atari RBI Baseball

$info=rbibb,
$bio

Vs. Atari RBI Baseball (c) 1987 Namco / Atari Games.

Licensed on the Vs. System by Nintendo.


$end

#-----------------------------

#Vs. Ballon Fight

$info=balonfgt,
$bio

Vs. Ballon Fight (c) 09/1984 Nintendo.


$end

#-----------------------------

#Vs. Baseball

$info=vsbball,vsbballj,vsbbalja,
$bio

Vs. Baseball (c) 10/1984 Nintendo.


$end

#-----------------------------

#Vs. Battle City

$info=btlecity,
$bio

Vs. Battle City (c) 1985 Namco.


$end

#-----------------------------

#Vs. Castlevania

$info=cstlevna,
$bio

Vs. Castlevania (c) 1987 Konami

Licensed to Nintendo.


- STAFF:


Directed by Trans Fishers.

Screenplay by Wram Stoker.

Music by James Banana.


$end

#-----------------------------

#Vs. Clu Clu Land

$info=cluclu,
$bio

Vs. Clu Clu Land (c) 1984 Nintendo.


$end

#-----------------------------

#Vs. Dr. Mario

$info=drmario,
$bio

Vs. Dr. Mario (c) 10/1990 Nintendo.


- TRIVIA:


Dr. Mario was the last game released on the Vs. hardware.


$end

#-----------------------------

#Vs. Duck Hunt

$info=duckhunt,
$bio

Vs. Duck Hunt (c) 03/1985 Nintendo.


$end

#-----------------------------

#Vs. Excitebike

$info=excitebk,excitbkj,
$bio

Vs. Excitebike (c) 1984 Nintendo.


$end

#-----------------------------

#Vs. Gradius

$info=vsgradus,
$bio

Vs. Gradius (c) 12/1986 Konami.

Licensed to Nintendo.


$end

#-----------------------------

#Vs. Hogan's Alley

$info=hogalley,
$bio

Vs. Hogan's Alley (c) 03/1985 Nintendo.


$end

#-----------------------------

#Vs. Ice Climber

$info=iceclimb,
$bio

Vs. Ice Climber (c) 1984 Nintendo.


$end

#-----------------------------

#Vs. Ice Climber Dual

$info=iceclmrj,
$bio

Vs. Ice Climber Dual (c) 1984 Nintendo.


$end

#-----------------------------

#Vs. Mach Rider

$info=machridr,
$bio

Vs. Mach Rider (c) 1985 Nintendo.


$end

#-----------------------------

#Vs. Mahjang

$info=vsmahjng,
$bio

Vs. Mahjang (c) 1984 Nintendo.


$end

#-----------------------------

#Vs. Pinball

$info=vspinbal,vspinblj,
$bio

Vs. Pinball (c) 11/1984 Nintendo.


$end

#-----------------------------

#Vs. Platoon

$info=platoon,
$bio

Vs. Platoon (c) 1987 Ocean Software.


$end

#-----------------------------

#Vs. Slalom

$info=vsslalom,
$bio

Vs. Slalom (c) 11/1986 Rare.

Licensed to Nintendo.


$end

#-----------------------------

#Vs. Soccer

$info=vssoccer,
$bio

Vs. Soccer (c) 1985 Nintendo.


$end

#-----------------------------

#Vs. Star Luster

$info=starlstr,
$bio

Vs. Star Luster (c) 1985 Namco.


$end

#-----------------------------

#Vs. Stroke and Match Golf (Ladies version)

$info=ladygolf,
$bio

Vs. Stroke and Match Golf *Ladies* (c) 11/1984 Nintendo.

A Man version also exist.


$end

#-----------------------------

#Vs. Stroke and Match Golf (Man version)

$info=smgolf,smgolfj,
$bio

Vs. Stroke and Match Golf *Man* (c) 11/1984 Nintendo.

A Ladies version also exist.


$end

#-----------------------------

#Vs. Super Mario Bros

$info=suprmrio,
$bio

Vs. Super Mario Bros (c) 04/1986 Nintendo.


- STAFF:


Designed by video game legend Shigeru Miyamoto.


- TIPS & TRICKS:


*The 999 timer bonus trick*

This one can be done on any of the -4 Worlds.
It is most difficult to achieve on World 6-4 and World 7-4.
What you do is try to end the level with the timer at 000, and the machine will act as though you have 1000 units of time instead of 0.
It will drop to 999 and count down to 000 from there and award points for each unit of time (I can't remember how many points it awards for each unit)

Simply jump to the axe as the timer goes from 002 to 001 and you should finish the screen with the timer at 000 and get the maximum bonus.
Need I mention that Bowser should be shot before you try to accomplish this?
Of course not :)
Since you must be big and fiery, this can be very hard to do.
I have managed the feat on all 8 of the -4 Worlds (so I know all of them can be done), but of course not all in the same game!
That would take a far better player than me.
I wonder if anyone has ever tried i?.


*Multiple 1ups on World 6-1*

At the end of World 6-1, just before the flagpole, there is a large column of blocks to the right of a hole in the floor and a staircasing set of blocks on the left side of the hole.
In the arcade version of Super Mario Bros. a red koopa paratroopa flies above this hole, facing left and slowly moving up and down.

The trick here involves trapping the turtle shell between the left edge of the screen and the staircasing set of blocks, and repeatedly jumping on it until thousands of points are scored and 1ups are awarded.
It is very easy to do, and this makes it possible to roll the scoreboard over (at 10 million points) and coast through the remaining Worlds.
You must be big in order to trap the koopa shell, so grab the mushroom power-up near the end of the level.

To do the trick, first jump onto the column on the right (avoiding the koopa for the moment) and adjust the left edge of the screen ( by slowly moving backwards and forwards on the column - forward to actually move the left edge of the screen, backward so as not to walk off the column).
It must be set so that there are four blocks along the bottom of the screen between the left edge and the hole in the floor, with the left edge exactly dividing two blocks.
If you are off a bit, the trick will still work, but just not quite as well.

When it does work well you will get several bonus lives from one man, so once you get started the game is easily beaten.
Once the edge is set, it's time to jump on the koopa.
You hold the joystick left and jump on the wing of the koopa (not the head, which will cause it to change direction and fall in the hole), bounce over it and then land in the corner and release the joystick.
Then jump repeatedly on the koopa (who is moving toward you now), making sure that you land on its left side first in order to trap it.

After several bounces (and lots of points) it will "catch" and you won't have to press the jump button.
When your man comes to a stop, the koopa will still be trapped and you can continue jumping on it, and again after several jumps you will bounce automatically.
Just keep going until time runs out and repeat the process by setting up the edge again, etc. Occasionally, there will be no koopa flying above the hole.
If this happens, just sacrifice a man by jumping in the hole and returning for another attempt.
And always remember to pick up the mushroom power-up each time since you need to be big for the trap to work.
Sounds complicated, but it is very easy to do once you have the knack.


$end

#-----------------------------

#Vs. Super SkyKid

$info=vsskykid,
$bio

Vs. Super SkyKid (c) 1986 Namco.


$end

#-----------------------------

#Vs. Tennis

$info=vstennis,
$bio

Vs. Tennis (c) 02/1984 Nintendo.


$end

#-----------------------------

#Vs. Tetris

$info=vstetris,
$bio

Vs. Tetris (c) 1987 Academysoft-Elorg.


$end

#-----------------------------

#Vs. The Goonies

$info=goonies,
$bio

Vs. The Goonies (c) 12/1986 Konami.


$end

#-----------------------------

#Vs. TKO Boxing

$info=tkoboxng,
$bio

Vs. TKO Boxing (c) 11/1987 Namco.


$end

#-----------------------------

#Vs. Wrecking Crew

$info=wrecking,
$bio

Vs. Wrecking Crew (c) 09/1984 Nintendo.


$end

#-----------------------------

#Vulcan Venture

$info=vulcan,
$bio

Vulcan Venture (c) 03/1988 Konami.

This game is known in Japan as Gradius II - Gofer no Yabou (literaly: "Gofer's Ambitions).


- SERIES:


1. Nemesis

2. Vulcan Venture

3. Gradius III

4. Gradius IV - Fukkatsu


- STAFF:


Game Programmer: T. Takatori, K. Tsutsui, T. Horimoto, A. Suzuki, T. Fujii

Graphic Designer: M. Yoshikata, H. Ashida, M. Iwamoto, A. Nonami, K. Kakuwa

Sound Editor: S. Tasaka, M. Furukawa, K. Matsubara, S. Hukami

Engineer: K. Hashima

Title Designer: F. Shinuya, J. Tanaka


$end

#-----------------------------

#Vulgus

$info=vulgus,vulgusj,vulgus2,
$bio

Vulgus (c) 05/1984 Capcom.


- TRIVIA:


This was the first game produced by Capcom.
It features, as enemies, the four pointed stars which would be used as bonuses in a lot of the following games.


- UPDATES:


The US version's high score table allowed three initials to be entered.
The Japanese version allowed ten letters to be entered.


- STAFF:


T. Toyohara, M. Kimura, Y. Morita, A. Fukada, S. Okada


$end

#-----------------------------

#Wacko

$info=wacko,
$bio

Wacko (c) 1982 Bally Midway.


- STAFF:


Designed and programmed by Steve Meyer.

Graphics by Scott Morrison.


- TRIVIA:


The game originally had a wizard shooting at cute animals but Bally/Midway execs thought it was too cute and needed an edge.
Monsters were designed by Scott and put in instead, plus Bally/Midway also called him at the last minute to replace the wizard with the little green alien from Kozmik Kooz'r.
The slanted cabinet was an idea by Marvin Glass which required the trak-balls to be installed upside down to work properly.


$end

#-----------------------------

#Waga Seishun no Arcadia

$info=arcadia,
$bio

Waga Seishun no Arcadia (c) 1980 Sigma Ent.

This game is known outside Japan as New York New York.


$end

#-----------------------------

#Wai Wai Jockey Gate-In!

$info=wwjgtin,
$bio

Wai Wai Jockey Gate-In! (c) 1984 Jaleco / Casio.


$end

#-----------------------------

#Waku Waku 7

$info=wakuwak7,
$bio

Waku Waku 7 (c) 11/1996 Sunsoft.


- TIPS & TRICKS:


*Reverse title*
Accumulate 7 credits and the title will be reversed. (77 too)


*Alternate costume colors*
Press B, C, or D when selecting a fighter on the character selection screen.


- STAFF:


Programmer: Yuichi Ueda, Shige. YTM. Inaba

Graphic Designer: Murakichi, Chupon, Kouki Kita, Toshihiko Narita, Yasuhide Maeda, Atsuki Matsui, Masasashi Kajikawa, Takuro Nagai, Kazuhito Terada, Naoto Kunimori, Tatsuya Doe

Sound Composer: Kazuo Nii, Noriaki Urata

Music Composer: Masato Araikawa

Musician: Masayoshi Kondo, Hiroshi Koizumi, Andre Black, Yayoi Sakiyama, Eri Kusaka

Voice Actor & Actress: Yoko Okouchi, Yoshinori Kudo, Mariko Masuda, Osamu Nakamoto, Tokoshige Tsujimura, Ben Izawa, Toshiyuki Fujita, Kazunori Hotta, Chitose Omi,Naho Hattori, Yukitoshi Hirano

Music Coordinator: Atsushi Mihiro, Hideo Zaitsu

Director: Yuichi Ueda


$end

#-----------------------------

#Wall Street

$info=wallst,
$bio

Wall Street (c) 1982 Century Electronics.


$end

#-----------------------------

#Wanted

$info=wanted,
$bio

Wanted (c) 1984 Sigma Enterprises.


$end

#-----------------------------

#War of Aero - Project MEIOU

$info=wrofaero,
$bio

War of Aero - Project MEIOU (c) 1993 Yang Cheng Electronic.


- STAFF:


Program: J. Ichikawa

Graphcis: Y. Sugimoto, H. Kanemaru

Character design: J. Ichikawa, H. Kanemaru

Sound program: H. Yamanaka

Sound: Y. Ogawa, H. Shiomi

Director: J. Ichikawa


$end

#-----------------------------

#War of the Bugs or Monsterous Manouvers in a Mushroom Maze

$info=warofbug,
$bio

War of the Bugs or Monsterous Manouvers in a Mushroom Maze (c) 1981 Armenia.


$end

#-----------------------------

#War of the Worlds

$info=wotw,
$bio

War of the Worlds (c) 1981 Cinematronics.


- TRIVIA:


War of the Worlds was one of the last vector games Cinematronics created.
The game was never released due to it testing badly at the 1982 AMOA show.
The game could have been a winner, had it gotten the tuning it needed, but the programmers just didn't have the hardware possible to do it justice.


- STAFF:


Designed and programmed by Tim Skelly and Rob Patton.


$end

#-----------------------------

#Wardna No Mori

$info=wardnerj,
$bio

Wardna No Mori (c) 12/1987 Taito.

This game is known outside Japan as Wardner, and also known in US as Pyros..


- STAFF:


Music composed by Ree Ohta.


$end

#-----------------------------

#Wardner

$info=wardner,
$bio

Wardner (c) 12/1987 Taito.

This game is known in Japan as Wardna no Mori.


- STAFF:


Music composed by Ree Ohta.


$end

#-----------------------------

#Warlords

$info=warlords,
$bio

Warlords (c) 1980 Atari.


- TIPS & TRICKS:


The game of Warlords is amazingly simple.
Easy to learn, yet hard to master.


The game is basically a suped-up version of PONG with a twist.
There are four castles.
One in each corner of the screen.
Players (Warlords) have little crowns in the center of their castles and the computer players have little black evil looking Black Knights.
Surrounding your castle on your two vulnerable sides is your castle's wall.
This is about an inch thick and has the standard castle wall look to it with buttresses.
Each castle's courtyard is a different colour as is it's wall.
Besides your castles walls you have one more item for your defense.
Your shield.
It's a little shield shaped thing with a yellow + and it's background colour is the same as your courtyard.
The only other graphic item (Excluding the Dragon) is the fireball.
Your weapon and your nemesis.
You use this fireball to blast chunks of wall out of your opponents to create a hole that you can send your enemy to a blazing death.
The winner is the one left standing at the end of a round.
You control your shield with a rotating control knob.
Your shield moves with it from left to right and back.
The control knob does, however, only move so far to the left and right before it stops.
The control is read on the position of the control and not how far it has traveled.
Therefore you can move the knob so fast as to have your shield vanish and pop into your new spot making for some very fast, timed moves.


There are 3 modes of play for the Cocktail version of Warlords.


*One player Game*

The one player game involves the player playing against the three computer controlled opponents called Black Knights.
In this mode of play you select your castle out of the four available and press your start button(It will remain lit).
A countdown will start (from 9 to 0) waiting for other players to join in.
During the countdown a dragon will appear and walk around opening it's mouth and making a fire breathing sound.


When the countdown (with a drum like sound as it ticks) expires the game begins.
The dragon will walk to the center of the screen and stop.
It will turn it's head a few times and seemingly randomly spit out a fireball at one of the castles. (With the fireball sound)
The dragon vanishes as the fireball flies towards one of the castles.
If you were quick and or prepared for such an attack you can position your shield to block the shot.
The fireball bounces off either your shield or your castle's wall (taking a little bite out of it in the process).
You can grab onto the fireball with your shield by being directly under the fireball when it comes at you while holding down the start button.
This will cause the fireball to spin very quickly on your shield spitting out little bits of fire as it goes around.
If you hold onto this for too long it will start damaging your castle's walls!
You can then redirect the fireball's trajectory by moving your control knob and then releasing your start button.
This causes the fireball to blast from your shield at a high rate of speed and if it impacts into a castle's wall it takes a HUGE chunk out of it.
About 4x the standard chunk.
If your opponent manages to block your blast it will careen off their shield at an angle and will continue at it's high rate of destructive speed until it impacts with a wall. (Even yours!)
A player or computer controlled Black Knight dies when their wall has been eaten though and a fireball enters the courtyard.
There is a blinding flash as the castle explodes (With a great explosion sound. 8^) ) and a second fireball flies from the destruction.
There can be up to four fireballs in play at one time.
This makes for a wild and hairy game!
Besides extra fireballs being released into play on the death of a castle you can also get extra fireballs by being too slow in destruction.
If the game feels you are too good, it will bring extra fireballs into the game.
They will appear in the center of the screen and slowly drift toward a castle.


If you survive the round (you are the one left standing) you go onto the next level, with much smarter computer opponents. (They seem to get exponentially harder on each successive level).
You also get a brand new castle with new walls.


Scoring is based on the following format. (one & two player games)

125 = Damaging a castle wall (even yours I believe)

1000 = Destroying any Warlord (any Human player)

2500 = Destroying any Black Knight (any Computer player)

5000 x level = Surviving player gains 5000 points x current level

The game is over when the human player has been destroyed.
If the player has beaten the current high score the player can enter in their initials with their score.
They are listed as the high score for 1 player mode.


*Two player Game*

The two player game is exactly the same as the one player game except:

In two player mode two human players select any castle position.
The counter ticks down and play begins.
Except in this mode it is recommended that the two human players play as a team both taking out the Black Knights.
Once the computer controlled players have been destroyed, however, it's a free for all for the end of level points. (See the one player scoring list).
The surviving warlords (providing they were not killed during the round by the computer or human players) fight it out for the 5000xlevel + 1000 Warlord bonus.
Once there is only one human left, you both start out on the next level (with much harder opponents) with all new castles and walls.
The game is over when both human players have died.
If the players combined score is greater then the current high score, each player can enter in their initials.
Their scores are combined and their initials under each other.
They are listed as the high score for 2 player mode.


$end

#-----------------------------

#Warp & Warp

$info=warpwarp,
$bio

Warp & Warp (c) 07/1981 Namco.

This game was called Warp Warp in US. (licensed to Rock-ola 08/1981)


- TIPS & TRICKS:


In the first level, don't move from your starting place; just turn to the left and shoot.
There is a very small chance that you will be hit by an enemy shot and immediately teleported to the second level.
You get much higher points on the second level than the first, so if you're feeling greedy, don't shoot any enemies on the first level and just warp to the second.


On the second level, immediately place some bombs near the warp point, because all the enemies from the first level will appear here.
My strategy on the second level is to always try to run and avoid the enemies, because they will hunt you.
Just bomb as you run and they will be hit with the explosions.


$end

#-----------------------------

#Warp Warp

$info=warpwarr,warpwar2,
$bio

Warp Warp (c) 08/1981 Rock-ola.

This game is known outside US as Warp & Warp.


$end

#-----------------------------

#Warrior

$info=warrior,
$bio

Warrior (c) 10/1979 Vectorbeam.


- TRIVIA:


Warrior was the first one-on-one fighting game.
It was a very rare game.
The game had an overlay that had the stairs and the pits that were obstacles in the game.


- STAFF:


Designed and programmed by Tim Skelly.


$end

#-----------------------------

#Warrior Blade - Rastan Saga Episode III

$info=warriorb,
$bio

Warrior Blade - Rastan Saga Episode III (c) 1991 Taito.


- SERIES:


1. Rastan Saga

2. Rastan Saga II

3. Warrior Blade - Rastan Saga Episode III


- STAFF:


Game Design Director: PPR. Kaito

Software Programming: Tany Vfr, Ten Shimezo, Hisao Maeda, Kenzo Nomura, Takayuki Ishiwata, K.Y, Yuji Hiroshige, Arms Marchant Toyoda

Character Graphics: Fujita Makoto, Masami Kikuchi, Hidetaka Ishii, Masahiro Katou, K. Igarashi, Y. Kikuchi

All Music Composed and Arrenged by Masahiko Takaki (Zuntata).

S.E. and Data Programming: Yasuhisa Watanabe (Zuntata), Norihiro Furukawa (Zuntata)

Hardware System Engineer: T. Ohhara, T. Sanada, Yahachi Don Masao

Electric Harness: Shin-Tsuchida, Y. Yoshitomi, O.Z.-Aki

Cabinet Design: Jyun Nishiyama, Koji Enomoto, Kazu Tabuchi, I.Yama

Cabinet Decoration: Excellent Nagai, Y. Aiura, Kyoko Umezu

P.C.B. Inspector: Fumio Takeda

Produced by PPR.Kaito.

Project Cooperation: Fujiwaran X, Sakou Menme


$end

#-----------------------------

#Warriors of Fate

$info=wof,wofu,
$bio

Warriors of Fate (c) 11/1992 Capcom.

This game is known in Japan as Tenchi Wo Kurau II - Sekiheki no Tatakai, and in Asia as Sangokushi II.


- TRIVIA:


The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms.


- UPDATES:


There are quite a few things that were changed or taken out between the original Japanese version (Tenchi wo Kurau II) and the World version (Warrior of Fates).
They are listed as follows:

All names were changed and aren't even properly translated from the originals.

The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1.

All names in-game were accompanied by their kanji.

Some weapons were generalized in the World version.

The text "Tekishou (boss name) uchiitotarii" was accompanied with the voice at the end of every stage. (The enemy commander (boss name) has been killed!)

In stage 1, a short message from the advisor was taken out.

In stage 1, the boss gave a short dialogue.

After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti.

In stage 3, during the opening the boss has a short dialogue.

In stage 4, the boss had a short dialogue.

In stage 5, Akkila-Orkhan has a short dialogue.

In stage 5, the boss had a short dialogue.

In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut.

In stage 6, there were additional lines between the player and Kuan-Ti.

Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut.

After the bonus stage, a scene with the 3rd emperor making comments was cut.

In stage 8, a short message from the advisor was taken out.

In stage 8, the boss has a short dialogue.

In stage 9, a short message from the advisor was taken out.

In stage 9, there was a conversation between player and the boss.

In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get.


- SERIES:


1. Dynasty Wars

2. Warriors of Fate


- STAFF:


Program: Domesan, Xor, Tsu-Zy, 34-Sakontz

Character: Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume

Onnanoko Design: Akiman

Sound: T-Yomage, Bull, Oyabun, Inu


$end

#-----------------------------

#Water Match

$info=wmatch,
$bio

Water Match (c) 11/1984 Sega.


$end

#-----------------------------

#Water Ski

$info=waterski,
$bio

Water Ski (c) 1983 Taito.


$end

#-----------------------------

#WEC Le Mans 24

$info=wecleman,
$bio

WEC Le Mans 24 (c) 11/1986 Konami.


$end

#-----------------------------

#Welltris

$info=welltris,
$bio

Welltris (c) 1991 Video System.


- STAFF:


Designed by Alexey Pajitnov.


$end

#-----------------------------

#West Story

$info=weststry,
$bio

West Story (c) 1991 Datsu Alliance.

This game is a bootleg of Blood Bros.


- SERIES:


1. Cabal

2. West Story


$end

#-----------------------------

#Western Express

$info=wexpress,wexpresc,wexpresb,
$bio

Western Express (c) 1986 Data East.

This game is known in US as Express Raider.


$end

#-----------------------------

#Wheel of Fortune

$info=wfortune,wfortuna,
$bio

Wheel of Fortune (c) 09/1989 GameTek.


- TRIVIA:


The game is based on a TV show that's followed by more than forty million viewers every week.


$end

#-----------------------------

#Who Dunit

$info=whodunit,
$bio

Who Dunit (c) 06/1988 Exidy.


- STAFF:


Designed and programmed by Larry Hutcherson, Vic Tolomei, and Ken Nicholson.


$end

#-----------------------------

#Whoopee!!

$info=whoopee,
$bio

Whoopee!! (c) 1991 Toaplan.

This game is known outside Japan as Pipi & Bibis.


- TIPS & TRICKS:


Every world is composed by 4 levels: at the end of every world you can see a naked girl.
Girls seem to be only a little mixed in different versions.


Stay in the middle of stairs to avoid enemies (hoping they will not use them), with just a little strip of your hat visible upstairs.


When enemies are waiting for you near an elevator, just slide under the opening door in front of them: they will fall, so you can run away or kill them.
It works also if they are inside the elevator but it's more dangerous.


The H-coin gives you 10000 points, while if you kill an enemy (by making him fall out of the screen) you gain 1000 points, if the enemy falls without dying it gives 500 points and 3000 points for a placed bomb.

Hit enemies while they are jumping: they will fall directly out.


You can't use your weapon while jumping, so find a good place where you can hit enemies until you are sure to pass.


After 30 seconds a kind of bomb will follow you trying to kill you.
You can escape it bombing a computer or ...dying :)


Pay attention to green 'bros': the smaller one is often hid by the other; also look at the yellow jacket one: once you killed him a cyan fire will appear, wait until it is gone and you can pass safely.


$end

#-----------------------------

#Wild Fang

$info=wildfang,
$bio

Wild Fang (c) 1989 Tecmo.

This game is also known as Tecmo Knight.


- STAFF:


Programmers: Pochi, HB.M, EXP2148

Graphic designers: Bruter, Noise, Yohkun, D.H.Max

Character designers: Bruter, Noise, Süzi, Onager, Yohkun

Sound creators: Metal Yuhki, Mayu

Hardware: Yoshidasan

Directed by: Strong Shima


$end

#-----------------------------

#Wild West C.O.W. Boys of Moo Mesa

$info=moo,mooua,
$bio

Wild West C.O.W. Boys of Moo Mesa (c) 1992 Konami.


- STAFF:


Management by: M. Inoue, S. Kido

Supervisor: S. Okamoto

Programmer: Taka, Kou1, T. Takeda

Character Designer: M. Samejima, T. Nakazawa, E. Aida

Sound Program by: H. Shikama

Music and Effects by: M. Yamane

Package Designer: T. Nishimura

Hardware Designer: K. Hashima, D. Konishi

Screenplay by: K. Kinugasa

Suit Man: Arai

Pilot: E. Aida


$end

#-----------------------------

#Wild Western

$info=wwestern,wwester1,
$bio

Wild Western (c) 05/1982 Taito.


$end

#-----------------------------

#Willow

$info=willow,willowj,
$bio

Willow (c) 06/1988 Capcom.

Licensor: Lucasfilm


- TIPS & TRICKS:


When facing Bavmorda as the Willow character, it is probably best to use the tornado for offense and the magic shield for defense.

Holding down the attack button will often speed up the lengthy narratives between levels.

Along the way, pick up the coins from defeated enemies and treasure chests to spend at the various stores.
The purchase of weapon power-ups is highly favorable since they will remain.


- STAFF:


Planning: Kawanorider, Deru Deru Itoh

Programing: Professor Arai, Queen Tomita, Yokoyan, Ueyan

Character design: Frunky Kazu, Bakuhatsu Yokozo, Terukun, Hiramacho, Kuribow, Puttsun Midori, Sadakichi, Oyuu, Rinma, Okachan

Music compose: Ogeretu Kun

Hard design: Kucchan

Direction: Kihaji Okamoto


$end

#-----------------------------

#Wily Tower

$info=wilytowr,
$bio

Wily Tower (c) 1984 Irem.

This game is also known as Atomic Boy.


$end

#-----------------------------

#Windjammers - Flying Disk Game

$info=wjammers,
$bio

Windjammers - Flying Disk Game (c) 02/1994 Data East.

This game is also known as Flying Power Disc.


- TRIVIA:


Windjammers is a flying disc game the idea of which is based on the real world flying disc sport 10-S.

From the "10-S" inventor:
I never gave permission nor signed any agreement to allow Neo Geo or Data East to use 10-S as a model for Windjammers and I have never been compensated for the illegal use of 10-S rules and method of play.
10-S was created in 1977 and copyrighted in 1980.


- STAFF:


Project Leader: Takaaki Inoue

Planner: Adachi Pentax

Programmer: Takaaki Inoue, Wataru, Iida

Graphic Designer: Nozu Makoto, Galactus Mina, Y.Urushibara, El Santo Inopita, Flex Inagaki, Hiroshi Tamawashi,Tomoyuki Arakawa

Bug-Dashi's: Takatoshi Katahata, Kagenobu Murata

Sound Creator: Atomic & Tom & Koremasa


$end

#-----------------------------

#Winter Bobble, The

$info=wintbob,
$bio

The Winter Bobble (c) 1990 Sakowa Project.

This game is a bootleg of Snow Bros. - Nick & Tom.


$end

#----------------------------

#Wiping

$info=wiping,
$bio

Wiping (c) 09/1982 Nichibutsu.

This game was also known one year later as Rug Rats.


$end

#----------------------------

#Wise Guy

$info=wiseguy,
$bio

Wise Guy (c) 1990 Dooyong.

This game is also known as Yam! Yam!?.


$end

#----------------------------

#Wit's

$info=wits,
$bio

Wit's (c) 1989 Athena.

Licensed by Visco.


- STAFF:


Producer: Sakae Nakamura

Game Director: Crazy Tom

Game Designer: Crazy Tom, Hironobu Tamai

Composer: Shotaro Sasaki

Manupilater: Kouichi Ishibashi

Programmer: Tom_boy

Character Designer: Hironobu Tamai, Yuka Kamosaki, Sayaka Hozumi

Sound Mixer: Enjoy Sasaki, Tarako Ishibashi

Hardware Service: Drunkard Nonaka

Monitor: Sayuri Murakami, Zensack Yamamura


$end

#-----------------------------

#Wiz

$info=wiz,wizt,
$bio

Wiz (c) 1985 Seibu Kaihatsu.

Also licensed to Taito.


$end

#-----------------------------

#Wizard of Wor

$info=wow,
$bio

Wizard of Wor (c) 1980 Midway.


- STAFF:


Designed and programmed by Tom McHugh and Dave Nutting.


- TIPS & TRICKS:


When the warp doors open, use them as quickly as possible if the way is clear on the other side.
This eliminates the possibility of one of the monsters appearing on top of you out of the blue by coming in from the other side.
Otherwise, stay away from the warp doors if it's not clear.


Try to make your shots "short."
That is, NEVER start shooting down a long corridor!
Your shots are limited, and the shorter the corridor, the more shots and the faster you can shoot.


You already know this, but try to get used to using the radar - if you get good enough at it, you can almost use it exclusively when they monsters are invisible. It's not much use when you can see them, but it does help me when they are invisible.


The Worluk almost always appears dead center in the maze.
When you get down to one or two monsters left, try to situate yourself as strategically as possible, pointing to the center of the maze.
He'll appear and you can bag him as he tries to move out into the maze.


Try to make sure you use (and therefore close) the warp doors *if at all possible* when the Worluk or Wizard appear.
That keeps them in the maze a little while longer and if they don't escape through the warp doors, you get more chances at them.
Don't ever try to get close to the Worluk - he'll nail you.
You have a lag in control, due to the way the game is programmed, so don't ever assume you can turn around on an enemy before they simply walk right over you.


$end

#-----------------------------

#Wonder 3

$info=wonder3,
$bio

Wonder 3 (c) 1991 Capcom.

This game is known in Japan as Three Wonders.


- UPDATES:


In Wonder 3 (the Japanese version), the action game is called "Roosters", where it is called "Midnight Wanderers" in the World and US versions.


- STAFF:


Game designer: Udatoshi

Program: Komachan

Character design: Kurisan

B.G. designer: Kuramoyan

Sound composer: T'Yomage


$end

#-----------------------------

#Wonder Boy

$info=wboy,wboyu,wboyo,wboy2u,wboy2,wboy3,wbdeluxe,
$bio

Wonder Boy (c) 1986 Sega.

Lisensed by Escape.


- SERIES:


1. Wonder Boy

2. Wonder Boy in Monster Land

3. Wonder Boy III - Monster Lair


$end

#-----------------------------

#Wonder Boy III - Monster Lair

$info=wb3,wb3a,wb3bl,
$bio

Wonder Boy III - Monster Lair (c) 1988 Sega / Westone.


- SERIES:


1. Wonder Boy

2. Wonder Boy in Monster Land

3. Wonder Boy III - Monster Lair


$end

#-----------------------------

#Wonder Boy in Monster Land

$info=wbml,wbmlb,wbmljb,wbmljo,
$bio

Wonder Boy in Monster Land (c) 1987 Sega / Westone.


- TIPS & TRICKS:


This game has hidden coins that appear when you jump in certain spots.
The demo screen shows a couple of these.
Some of them will give you 60 gold or more every time.


On the screen after you kill the vampire and get the broad sword, there are some platforms that contain a shoe shop and a cure shop.
There are stairs leading down to the cure shop, and there's a little mushroom-type guy.
Wait for him to go down the stairs, and then stand so that you're almost off the topmost stair.
He'll come back up and hit you, making you fall off the stairs.
Hold the joystick to the left so that when you land you walk into the bottom step.
This will drop a 60+ coin.


On the stage just after you kill the red knight, you'll see some little jellyfish-type things on platforms over the water.
At the first jellyfish you come to, wait for him to drop into the water, and then stand at the very edge of the platform (halfway off) and let him hit you.
You'll take a small amount of damage, but you'll get a large amount of cash.


Jump for coins all over the place - you never know what you'll find!


- SERIES:


1. Wonder Boy

2. Wonder Boy in Monster Land

3. Wonder Boy III - Monster Lair


$end

#----------------------------
 
#Wonder Momo

$info=wndrmomo,
$bio

Wonder Momo (c) 02/1987 Namco.


$end

#----------------------------
 
#Wonder Planet

$info=wndrplnt,
$bio

Wonder Planet (c) 10/1987 Data East.


- STAFF:


Game Designer: K. Kubota

Graphic Designer: J. Matsuda, R. Takahashi, H. Nomura

Programmer: M. Sano, K. Takahashi, T. Sasagawa, S. Akiyama

Music Editor: A. Hara, T. Kiuchi, H. Kowastu, H. Yoshida


$end

#----------------------------
 
#World Beach Volley
 
$info=wbeachvl,
$bio
 
World Beach Volley (c) 1995 Playmark.
 

- STAFF:


Art Director: Marchi D.
 
Software: Benvenuto L., Cappi A., Gusso S., Nassi P., Giacomel G.
 
Hardware: Gusso G., Cappi A., Cappelli A., De Marco F.
 
Graphics: Banfi M., Corrieri M., Parenti A., Corica F.
 
Sound/FX: Riccadonna G., Riccadonna L.
 
Supervisor: Persona S., Benedini A., Cattane A., Rizzo C.
 
Photografy: E.P.R. (Milan)
 

$end

#-----------------------------

#World Class Bownling

$info=wcbowl,
$bio

World Class Bownling (c) 1995 Incredible Technologies.


$end

#-----------------------------

#World Court

$info=wldcourt,
$bio

World Court (c) 10/1988 Namco.


- SERIES:


1. World Court

2. Super World Court


$end

#-----------------------------

#World Cup '90

$info=wc90,wc90a,
$bio

World Cup '90 (c) 12/1989 Tecmo.

A bootleg of this game is known as Euro League.


$end

#-----------------------------

#World Grand Prix

$info=wgp,wgpj,wgpjoy,wgpjoya,wgp2,
$bio

World Grand Prix (c) 1990 Taito.


$end

#-----------------------------

#World Heroes

$info=wh1,
$bio

World Heroes (c) 07/1992 Alpha Denshi.


- SERIES:


1. World Heroes

2. World Heroes 2

3. World Heroes 2 Jet

4. World Heroes Perfect


- STAFF:


Producer and Director: Kenji Sawatari

Planner: Kenji Sawatari, Kimitoshi Yokoo

Main Programmer: TAT,  Marbo (Toshi), Yuji Noguchi

System Programmer: Eiji Fukatsu, Makio Chiba, E-Chan

Sound Programmer: Makio Chiba

Character Designer: K. Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Sho No, Muneki Shiraishi, Kimitoshi Yokoo, Hajime Suzuki, Hiroyuki Toda, Akira Ushizawa, Hatsue Sakanishi, Katsue Matsuzaki, Rie Mori, Giga.S (R. Nakajima), Koji Fujita, Yasuyuki Sihara, Atsushi Kobayashi

Scroll Designer: Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida

Music and S.E Composer: Hiroaki Shimizu, Hideki Yamamoto, Yuka Watanabe


$end

#-----------------------------

#World Heroes 2

$info=wh2,
$bio

World Heroes 2 (c) 04/1993 ADK.


- TIPS & TRICKS:


*Alternate costume colors*
Press B button when selecting a character.


- SERIES:


1. World Heroes

2. World Heroes 2

3. World Heroes 2 Jet

4. World Heroes Perfect


- STAFF:


Producer: Kenji Sawatari

Planner: Kenji Sawatari, Yokoo

Director: Akira Ushizawa

Assistant Director: Sho (Y. Ono)

Main Programmer: TAT.MST,  Marbo (Toshi), Wizard Nogup

System Programmer: Eiji Fukatsu, Makio Chiba, E Chan

Sound Programmer: Makio Chiba

Character Maker: Ryu Hiroyuki

Character Designer: K. Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Yoshiaki Ono, Muneki Shiraishi, Yokoo, Hidemi Nagatomo, Hiroyuki Toda, Atsushi Kobayashi, Gigas (R. Nakajima)

Scroll Designer: Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida, Katsue, Matsuzaki, Rie Mori, Hideyuki Kusano, Yasuyuki Sohara

Demo Designer: Rie Mori, K. Fujita, Masato Mitsuya

Music and S.E Composer: Hideki Yamamoto, Hiroaki Shimizu, Yuka Watanabe

Voice Cast: Michio Ootani (Take), Shinji Miura (Take), Hitoshi Sogabe (Take), Akihiko Kawamoto (Take), Sanae Saitoh (Take), Shouzou Nakano (Take), Kenji Takada (Take), Kimihiko Sakuma (Take), Yoshiyuki Tsukada (Take), Mari Kamimura (Take), Masato Mitsuya (Gekidan ADK), Yuka Watanabe (Gekidan ADK), Gigas (R. Nakajima) (Gekidan ADK), Yoshiki Ono (Gekidan ADK), Takashi Hatono (Gekidan ADK)

Special Guest: Koji.T.Shimizu

Graphic Adviser: Tsutomu Maruyama

Executive Producer: Kazuo Arai


$end

#-----------------------------

#World Heroes 2 Jet

$info=wh2j,
$bio

World Heroes 2 Jet (c) 04/1994 ADK / SNK.


- TIPS & TRICKS:


*Alternate costume colors*
Press B or C to select a fighter at the character selection screen.


- SERIES:


1. World Heroes

2. World Heroes 2

3. World Heroes 2 Jet

4. World Heroes Perfect


- STAFF:


Producer & Planner: Kenji Sawatari

Producer & Director: Akira Ushizawa

Market Research: Yukio Gotoh

System Programmer: Eiji Fukatsu, Makio Chiba

Sound Programmer: Makio Chiba

Design-Tool Programmer: Ryu Hiroyuki

Main Programmer: TAT&MST, E-Chan, Puyo (Toshi)

Editor: Sho

Music & SE: Hideki Yamamoto, Yuka Watanabe~N, Hiroaki Shimizu

Chief Scroll Designer: Kenichi Sakanishi

Scroll Designer: Takashi Egashira, Mitsunari Ishida

Chief Sprite Designer: Hiroyuki-Toda

Sprite Designer: H. Yamada, Muneki-Shiraishi, Yokoo, Giga.S, Y. Sohara, West-Maison, K-Hakamata, Yoshiaki Ono

Graphic Designer: Gensan, Rie Mori, M. Mitsuya

Public Information: K. Fujita, S. Itoo II'

Game Adviser: Tsutomu Maruyama

Executive Producer: Kazuo Arai


$end

#-----------------------------

#World Heroes Perfect

$info=whp,
$bio

World Heroes Perfect (c) 05/1995 ADK/SNK.


- TIPS & TRICKS:


*Alternate costume colors*
Press D buttons when selecting a character.


- SERIES:


1. World Heroes

2. World Heroes 2

3. World Heroes 2 Jet

4. World Heroes Perfect


- STAFF:


Producer & Planner: Muneki Shiraishi

Chief Planner: Takashi Hatono

Planner: Ken Kazama

Market Research: Yukio Gotoh

System Programmer: Eiji Fukatsu, Makio Chiba

Sound Programmer: Makio Chiba

Design-Tool Programmer: Ryu Hiroyuki

Main Programmer: MKY, TAT&MST, E-Chan, Syd, Maguro

Editor: Kobayan

Music & SE: Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu, Takeshi Muramatsu, Hiroaki Kujirai, Takao Ohshima, Keiichiroh Segawa

Chief Scroll Designer: T. Egashira

Scroll Designer: Hideyuki Kusano, Misako Ohno, Ryonosuke

Chief Sprite Designer: Gen San

Sprite Designer: ZZ-R, Giga. S, Takahiro Arahata, Mitsugu

Effect Sprite Designer: West-Maison

Chief Demo Designer: M. Yoshikoshi

Demo Designer: G. Aoyagi

Public Information: Tsukasa, Ito, Detchi1


*Character Voice*

Event Produce Take: Mitsutake Taga, Jin Sokabe, Akihiko Kawamoto, Mari Kamimura, Katsuy Miura, Shouzoh Nakano, Yoshimitsu Endoh

Step Action Team: Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, Ken Kazama

ADK Staff: Yuka Watanabe, Takashi Hatono, Yoshiaki Ono, Masato Mitsuya, West-Maison


Test Player: Foo., Nagata Shogatsu, Masao Tachikawa, Uma, Kiyotaka Takagi

Game Adviser: Akira Ushizawa

Executive Producer: Kazuo Arai


$end

#-----------------------------

#World Series - The Season

$info=wseries,
$bio

World Series - The Season (c) 1985 Cinematronics.


- SERIES:


1. World Series - The Season

2. Baseball The Season II

3. Super Baseball Double Play Home Run Derby

4. Strike Zone Baseball


$end

#-----------------------------

#World Soccer Finals

$info=wsf,
$bio

World Soccer Finals (c) 06/1990 Leland Corp.


$end

#-----------------------------

#World Stadium '89

$info=ws89,
$bio

World Stadium '89 (c) 01/1989 Namco.


- SERIES:


1. World Stadium

2. World Stadium '89

3. World Stadium '90

4. Super World Stadium

5. Super World Stadium '92

6. Super World Stadium '93

7. Super World Stadium '95

8. Super World Stadium '96

9. Super World Stadium '97

10. Super World Stadium '98

11. Super World Stadium '99


$end

#-----------------------------

#World Stadium '90

$info=ws90,
$bio

World Stadium '90 (c) 07/1990 Namco.


- SERIES:


1. World Stadium

2. World Stadium '89

3. World Stadium '90

4. Super World Stadium

5. Super World Stadium '92

6. Super World Stadium '93

7. Super World Stadium '95

8. Super World Stadium '96

9. Super World Stadium '97

10. Super World Stadium '98

11. Super World Stadium '99


$end

#-----------------------------

#World Stadium

$info=ws,
$bio

World Stadium (c) 03/1988 Namco.


- SERIES:


1. World Stadium

2. World Stadium '89

3. World Stadium '90

4. Super World Stadium

5. Super World Stadium '92

6. Super World Stadium '93

7. Super World Stadium '95

8. Super World Stadium '96

9. Super World Stadium '97

10. Super World Stadium '98

11. Super World Stadium '99


$end

#-----------------------------

#World Tennis

$info=wtennis,
$bio

World Tennis (c) 05/1982 Original Game.


$end

#-----------------------------

#World Wars

$info=worldwar,
$bio

World Wars (c) 1987 SNK.

This game is also known as Bermuda Triangle.


- UPDATES:


World Wars and an early Bermuda Triangle version have different gameplay and graphics from the other versions.


- STAFF:


Director: Eikichi Kawasaki

Software: SNK jr.

Designers: Rampty, Tetsuyaki, Miss Yoko, Angel, Tomotae

Hardware: Akitadesi

Sound: Kenny

Producer: Mr. Oba


$end

#-----------------------------

#Wrestle War

$info=wrestwar,
$bio

Wrestle War (c) 03/1989 Sega.


$end

#-----------------------------

#WWF Superstars

$info=wwfsstar,
$bio

WWF Superstars (c) 07/1989 Technos.


- TIPS & TRICKS:


There's a mildly amusing glitch in WWF Superstars involving Randy Savage.
Use him & then pick anyone else and play until you face Andre and DiBiase.

With Savage as your active wrestler and Andre as the legal man, climb in and out of the bottom of the ring until Andre decides to climb out after you.
When you begin to see those first few animation frames of his lumbering descent, quickly walk backwards to the left side of the screen.

Dash at Andre so that the instant his final animation frame has him standing on the ring floor you'll have connected with a flying clothesline.
For a second, you will have "pulled" an additional Andre out of the standing Andre's body with that flying clothesline!
The standing Andre vanishes once the clothesline has taken its course and the prostrate Andre then becomes the active sprite.


*Strategy guide*

Character Selection- most people like to select Randy Savage and the Big Boss Man (size and speed).
My preference leaned more towards Hulk Hogan and Randy Savage.
The good characters to me were Jim Duggan, the Boss Man, Savage and Hogan because of their special moves and high kicks.

A good tip/strategy when starting is to rush the opposing tag team with a flying kick to knock them BOTH down.
If this was timed right, especially on the earlier levels, you could wear down both players before the first computer opponent could wrestle you one-on-one.
Here's how it works.
The ring announcer is introducing the wrestlers.
Your wrestler closest to the center of the ring (lower wrestler) charges their lower wrestler, knocking him down.
The computer's upper wrestler that starts the match will come down beside him, also getting knocked down in the process.
You go after the opponent who is NOT the legal man in the ring, and throw him into the other wrestler.
If all goes well, you can knock down each opponent in turn, or both simultaneously until you get knocked down or the third man in the ring leaves.

My pattern for victory would be to grab my opponent, bodyslam him, pick him up, throw him to the ropes and clothesline him.
He will get up, but be out of breath.
At that point, I would get behind him and deliver a suplex/atomic drop.
Wait until he is out of breath and give another suplex/atomic drop, then when he gets up a third time, clothesline him.
He will then try to tag his partner, but I try to intercept him and throw him towards my side of the ring and give him a flying dropkick.
After that, I pin him and let my partner deal with his partner.

You should always try to pin the computer opponent near your side of the ring so that when his partner rushes to help, you can flip him out of the ring using your partner.
It also cuts down the computer's chances of breaking up the pin.
A neat bug that happened VERY rarely was to have both computer opponents down on health after beating them silly (using the opening trick outlined above) then throwing the legal man out of the ring.
If the computer has been pounded sufficiently, you can pin the computer's partner while the legal man lies motionless outside the ring.
You won't get the three count for the pin, but your partner will enter the ring and you can start him running until he is halfway across and make him jump into a flying bodyslam onto the prone opponent outside the ring.
The clock goes until 20, at which point the computer is counted out.
That gives your second guy time for one or two more bodyslams since after he lands the first one, he automatically travels back to his corner.

If both your players are running low on health, a good strategy is to leave the ring, hoping to lure the computer opponent outside.
That way, you have a chance to knock his energy down a bit and possibly count him out of the ring.
If he does not come out for you, move towards your side of the ring near the turnbuckle.
The computer will follow you there, and if you move a bit towards the right a bit, the computer will be close to the ropes but facing you still.
Eventually your partner will come down and grab him while he is still facing you.
You can come back into the ring and beat him up a bit, giving you time to tag up or exit the ring to lure him again.

In the championship match against Andre the Giant and Ted Dibiasi, I like to use the rushing tactic outlined above.
If the Giant is slated to start the match, you may have time to throw Dibiasi out of the ring, and throw the Giant into the ropes for an eventual back drop or drop kick.
If Dibiasi starts the match, you may have the chance to knock down Dibiasi, whip Andre into the ropes, pick up Dibiasi and throw him into Andre's path, concluding with giving Andre a drop kick.
At that point, the computer opponents are ready to kill you so exiting the ring is a good idea.
To beat them, I like to concentrate on Andre.
The sequence is fairly simple.
First, wait until Andre comes close to you and tries to slap you down.
If you avoid his attack, you can immediately grab him, and whip him into the ropes (Button B) at which point you can either give him a sunset flip or a flying dropkick.
When he is down, you can pick him up and repeat as necessary.
Just remember not to grab him until he tries to swat you.
If he is sufficiently softened up, you can pick him up and deliver a bodyslam.
You will also be able to give him a clothesline (or in Randy Savage's case, a flying clothesline).
At that point, he will try to tag in Ted Dibiasi.
For the Million Dollar Man, I exit the ring, using the second strategy outlined above and hoping that I can beat him up sufficiently for either the count-out or for him to tag Andre back in.
Since the time runs fairly quickly in these matches, I go for the count-out although technically the championship does not change hands on a disqualification.
But then again, it's only a video game as opposed to "professional wrestling" :-D

When you are playing two players against the computer, there are many ways to be wrestling without having to be the legal man in the ring.
This is especially useful if both you and your partner are low on health.
At the beginning of any match which your partner starts (this alternates every match), he just has to kick you once before you reach your corner and VOILA!
Instant double-team action!
Of course your moves are limited to punches, kicks, body slams and sunset flips.
With another player who knows this secret, the game becomes a laugh riot!
You could theoretically keep both players in the ring for most of the match.
Another thing to do is when your partner and his computer opponent exit the ring, try to enter the ring before the computer opponent does.
His partner will not come after you, and if your partner does not come in, you can throw the computer guy out of the ring or lay down an extra-rich layer of whoopass on him while your partner waits.
Just remember to keep moving or you will automatically go back to your corner.
I remember when I used to go to the billiards hall where this game was and I would play with this other guy who was even better than I was.
We would have the strategies down to a science as we mow down opponents left and right.
He would kick me to stay in the ring, then I would grab the computer opponent and throw him towards my partner, who would flip him out of the ring.
I would run and jump out of the ring, landing on him and my partner would do the same immediately after me.
The computer's partner would come over and I would rush back into the ring, waiting for the computer.
If he came back in, I would throw him back out and splash him outside the ring again.
If we were low on energy (indicated by the music change) we would lure the computer outside and go for the count-out.

There are some final pointers in playing WWF Superstars, such as keeping track of how much space you have between your player and the ropes, lest you try a suplex too close to the ropes.
That also relates to moves off the top rope, making sure your opponent is not too close to the ropes or too far away.
Doing a drop kick off the top turnbuckle makes you face different directions depending on which turnbuckle you launch from.


$end

#-----------------------------

#WWF WrestleFest

$info=wwfwfest,wwfwfsta,wwfwfstj,
$bio

WWF WrestleFest (c) 07/1991 Technos.


- TIPS & TRICKS:


*Strategy guide*

Saturday Night Main Event--this would be the tag-team portion of the game.
I usually like to pick the Demolition, but I also lean towards any combination that has two wrestlers that have the capability of throwing opponents out of the ring within the first two moves.
These wrestlers include Sgt. Slaughter, Big Boss Man, Ultimate Warrior and Hulk Hogan.
I tend to stay away from Mr. Perfect, the Million Dollar Man, Earthquake and Jake the Snake.
My preferences also apply for the Survivor Series matches as well.

When I start off, I like to get the upper hand by grappling my opponent and, while moving him towards my side of the ring, hitting the A button while facing the ropes.
I then quickly pick up my opponent with the B button and execute another move facing the ropes again using the A button.
If done correctly, the opponent should be flat on his back, head towards your partner.
If you tag your partner quickly enough, your computer partner will grab his legs and you can give him two free elbows/kicks.
Any more, and you run the risk of missing.
What I usually do in that situation is to give two elbow drops when the other wrestler is down, then I run across the ring and clothesline his partner.
I then pick up his partner and I'll either toss him out of the ring or beat him up while my partner softens up the legal man in the ring.

The moves vary depending on the health of the wrestlers, but later on in the match (usually after 3 moves) you get to do more complex and damaging maneuvers.
Suplexes and Atomic Drops are the main items in your arsenal at this point.
After executing one of these, the opponent will get up, but will be out of breath.
The key here is to position the opponent so that he lands near your side of the ring, as close to the ropes as possible.
That way, when he gets up (tired), you sneak behind him and press the B button to hold him.
If this is done right, you will have him with his arms behind his back, and close enough to the ropes that your partner can give him four quick punches without stepping into the ring.
If you are able to get the upper hand on your opponent, you can do this two more times and ensure that you make him too exhausted to fight you.

At that point, you end up in the finishing move stage.
Examples of that would be Hulk Hogan's leg drop, or Sgt. Slaughter's Cobra Clutch.
Your opponent will be lying diagonally if he is really low on energy (unless he is slammed by the Boss Man).
At this point, you can either pin him (B button), put him into a finishing move (i.e. Running Leg Drop, using the B button) or wait until he gets up (tired) and put him in a sleeper (A button).
You can also jump from the top rope and splash him for a pin as well.
Just make sure this is close enough to your side of the ring to get your partner in position to stop his partner from breaking the pin.
If the opponent is lying straight across rather than diagonally (courtesy of an Axe slam or a Boss Man slam) and you know he is out of energy, you can still get a submission with the dreaded "Lion Tamer" by pressing the B button while close to his legs.

If you win a match but start the next one low on energy, the best strategy is to move close to your side of the ring, then engaging the opponent and while facing away from the ropes, throwing him with the A button over the ropes.
You have to be very close to the ropes and you have to know when your character actually does the throw, whether it be on thefirst move or the second.
If you are in the notorious cage match, you can just use the B button to throw the opponent into the cage continuously until he is tired.
If you are really low on energy, the best thing to do is to throw punches with the A button while simultaneously backing away from the other wrestler.
This should knock him down without having to actually engage him.

Royal Rumble--I consider this my specialty.
Once again, my preferences lie towards the grapplers who can throw out opponents on the first move.
This leaves me with Sgt. Slaughter, or Axe or Smash of Demolition.
As soon as you start, a computer opponent will come towards you.
If you grab him and win the initial grapple, you should walk him towards the ropes and facing away from them, hit the A button to throw him over the ropes.
Your second move will be either a takedown or a headlock with a couple of punches thrown in.
If you win the tussle with your next opponent, once again get him into position, and get that toss over the ropes.
This only works with enemies with high energy.
The ones that have low energy won't be tossed over the top rope, but will have to be beaten into submission.
I try not to engage these guys unless they are ready to be pinned.
Instead, I let the other computer opponents soften them up until they are ready to be pinned.
At that point, I try to break up any pins that are happening around me and try to claim those pins for myself.
Likewise, I also try to grab any new guys that come in and remembering the count (i.e.1st move-over the rope, 2nd move-hip toss) get them out of the ring.
If you are low on energy, you can still get your share of pins/submissions/removals by seeing which guys are lying diagonally and engaging them.
As well, if you see somebody being thrown towards the ropes, you can try to maneuver into position and flip them out of the ring.
The key point is to remember the count, so that you will always be in position to either pound someone into submission, or to toss them out of the ring.


$end

#-----------------------------

#WWF - Wrestlemania

$info=wwfmania,
$bio

WWF - Wrestlemania (c) 08/1995 Midway.


- TRIVIA:


If you look in the crowd, you can see the people who made this game possible.
Right smack in the middle, is Mark Turmell.


- STAFF:


Software & Design: Mark Turmell, Jason Skiles, Jamie Rivett, Jake Simpson, Shawn Liptak
 
Art & Design: Sal Divita, Josh Tsui, Eugene Geer, Tony Goskie
 
Music & Sound Effects: Chris Granner
 
Hardware Design: Mark Loffredo, Cary Mednick, Steve Correll, Joe Kalinowski, John Lowes
 
Artwork Tools: Warren Davis, Shawn Liptak, Todd Allen, Alias Research
 
Hardware Support: Pat Cox, Sheridan Oursler, Al Lasko, Jeff Peters
 
DCS Sound System: Matt Booty, Ed Keenan
 
Game Testers: Eddie Ferrier, Mike Vinikour


$end

#-----------------------------

#X-Multiply

$info=xmultipl,
$bio

X-Multiply (c) 09/1989 Irem.


$end

#-----------------------------

#X-Men

$info=xmen,xmen2pj,xmen6p,
$bio

X-Men (c) 04/1992 Konami.


- STAFF:


Chief producer and director: Lee

Visual design: K. Hattori, Captain Oe

Design works: Y. Asano, Professor M. Nomi

Hardware design: H. Matsuura, S. Yasuda

Cabinet design: Rasher Y. Tamura

Sound produce and composer: S. Fukami

Music coproduce and composer: Y. Technouchi

Guest composer: J. Nakano

Support composer: A. Hashimoto


$end

#-----------------------------

#X-men Vs. Street Fighter

$info=xmvsf,xmvsfa,xmvsfh,xmvsfj,xmvsfu,xmvsfjr1,
$bio

X-men Vs. Street Fighter (c) 09/1996 Capcom.


- TIPS & TRICKS:


*Play as Akuma*
At the character select screen, highlight in this order:
Magneto, Juggernaut, Dhalsim, and press Up.


*Play as Alpha Chun Li*
At the character select screen, Highlight Chun Li, Hold the start button, and press any action button.


*Play as Shadow*
At the character select screen, Highlight Dhalsim, then hold Up for about ten seconds and press LP+MP+HP.


*Play as The Hulk*
At the character select screen, Highlight Cyclops, then press Down four times.
Highlight wolverine, then press Right twelve time.
If down correctly, The Hulk will appear next to wolverine.


*Alternate costume colors*
Highlight a character at the character selection screen then press a Punch button for a darker costume or Kick for a lighter costume. 


*Random fighter*
Highlight any fighter on the left or right edge of the character selection screen, then hold the Joystick away from the center of the screen.
Note: You can also fight against the same character by getting the random selection to stop on the originally highlighted fighter. 


*Continue attacking*
Press Start immediately after winning the match to continue hitting the defeated character.


- STAFF:


Planner: Atsushi Tomita

Assistant: Takayoshi Terada, Moriyoshi Teruya

Programmer: Aoi, Motsu, Giu, Eternal Sailor, Tora&Yume&?&Hide

Character design: Akiman

Title design: Shoei

Object design: Minobe Hiroaki!, Rie Satou, Masanori-Kondo, Kanako<3Takami, Miwaringo<3, Y.Yamamoto, Tateishi Masayo, Toshihiro Suzuki, Sagata, Satoru Yamashita, Ino, R.Naoi, Kako, Narancha, Shin, Ikusan, Kurose, G.Kamina, K.Kikutani, T.Ohsumi

Scroll Design: Iwai, Taka, Kisabon, May, Hisashi Sawada, Inoyan, Shinnosuk<3, Yoichi Tanoue, Hooly (Fukahori), Naobei, Yoko Fukumoto, Ziggy, Konomi, Isukesani20%, manga-Chop

Music compose & arrange: Yuki Iwai, Yuko Kadota

Sound & voice design: Hiroaki "X68K" kondo, Moe.T

Voice actor: Norman Spencer, Cathal Dodd, Catherine Disher, Lenore Zann, Tony Daniels, Don Francks, Rick Bennett, Lorne Kennedy, Katashi Ishizuka, Tetsuya Iwanga, Yuko Niyamura, Toshiyuki Morikawa, Susan Hart, Yoshiharu Yamada, Wataru Takagi, Tomomichi Nishimura

Producer: Tetsuya Iijima

General producer: Noritaka Funamizu (poo)


$end

#-----------------------------

#X-men - Children of the Atom

$info=xmcota,xmcotah,xmcotajr,xmcotaj1,xmcotaj,xmcotau,
$bio

X-men - Children of the Atom (c) 12/1994 Capcom.


- TIPS & TRICKS:


*Play as Akuma*
For player 1: go over to Silver Samourai and press Short+Roundhouse+Fierce at the same time.
For player 2: Go over to Spiral and press Short+Roundhouse+Fierce at the same time.


*Play as Juggernaut*
Player 1 and 2: Input Akuma code, then after the battle press Up/left TWICE and you should see Juggernaut's face.


*Continue attacking*
Press Start immediately after winning the match to continue hitting the defeated character.


- STAFF:


Game planners: Nin, Poo, Hiratou"X68K"K-Suke, Kiyo, Fuji, Tomita Otouto

Programmers: Aoi-Tokimeki, Tarabar - Black, K.Nishi-Man, Sailor-Ponkichi, O.G.T.-iron Liver, Mo Suzuki-Memorial, Min-T3, Hard.Yas -466P+K-, Kaw.Hiroshima

Object designer: S. Yamashita, Ino, Kuriotoko, Yue, Minobe, M.Nakatani, Ari, Eripyon, Miwazo, M. Sato, Kamonchashi Sato, Kazuko Kawanaka Pyo!, Dway Nishimura, Igami, Youjirou, Sagat, Ta, Jun Matsumura 26, Nishio"Vip.T2", G.Kamina, Ushi, H.Yoshino, Eiji, N.Fukuda, H.S, Manish, Shinya Kitamura

Scroll designer: Fukumoyan, Yamapuu, May, Devil Ohnishi, Kazu, Akiko.O, Hiroko.N, Iwai, Kisabon, Rk

Music composers: Anachey"Takapon", Syun Nishigaki, Hideki Ok, Isao "Oyaji"Ave

Sound designers: Hiroaki "X68K" Kondo, Toshio Kajino

Voice actor: Mr. George Buza, Ms. Catherine Disher, Mr. Cathal Dodd, Mr. Dan Hennessey, Mr. Norman Spencer, Ike-Bomb


$end

#-----------------------------

#Xain'd Sleena

$info=xsleena,xsleenab,
$bio

Xain'd Sleena (c) 1986 Technos.

This game is known in US as Solar Warrior.


$end

#-----------------------------

#Xenophobe

$info=xenophob,
$bio

Xenophobe (c) 07/1987 Bally Midway.


- TRIVIA:


Xenophobe was a highly original game with a highly original concept.
It was the first split-screen game.
It was also a victim of a production scheduling snafu.
Due to it's production being pushed ahead, a lot of the game's tuning was axed.
There are many objects in the game that the player can pick up, but have no use.


- STAFF:


Programming: Howard Shere

Art and Graphics: Brian Colin

Sound and Music: Souvenir of Omaha

Hardware Design and support: Bob Ploussard, True Truong

Mechanical Design: John Kubik

Technical Support: Jim Belt, Sue Lohse

Game Concept and Design: Brian Colin, Howard Shere

Development: Jeff Nauman, Bob Libbe, Gary Oglesby, Tom Leon, Larry Stalmah, Peter Perry


$end

#-----------------------------

#Xevios

$info=xevios,
$bio

Xevios

This game is a Bootleg of Xevious.


$end

#-----------------------------

#Xevious

$info=xevious,xeviousa,
$bio

Xevious (c) 12/1982 Namco.

Licensed to Atari for US manufacture and distribution. (01/1983)

Two bootlegs of this game are known as Xevios, and Battles.

An update of this game is known as Super Xevious.


- TRIVIA:


Xevious was among the first games to use pre-rendered graphics.


- UPDATES:


In the original, the message is:
Namco original program by Evezoo.
But in the bootleg, it is:
Dead copy making copy under Namco program.
And in Super Xevious it is:
Special thanks for you by game designer Evezoo.


- TIPS & TRICKS:


*Keep firing!*
At the very least, keep your finger held on your fire button and you will send off a steady stream of slow shots, even with no air attacks present.
This is a useful guide as to whether or not you can fit between the tumbling walls, and if you're concentrating on bombing, the glassy sound of you actually hitting an air-based enemy will alert you that another air attack has arrived.


Watch the edges of your bomb-sight (the floating cross-hairs) closely - they always blink red when you're over a target.
Two targets located next to each other can be destroyed with one shot placed firmly between them, as can a grouping of four ground targets - very useful for getting rid of those clumps of shot- spewing hexes (actually octagons!) in the later stages.


There are many hidden rocket silos, which need to be bombed in order for the rockets to show themselves.
Once the rockets appear, they can be bombed again for extra points.
Although there doesn't appear to be any reasoning behind their location, they are nonetheless always located in the same place, and your bomb-sight will always alert you when you move over one.

To find them, sweep over seemingly innocuous areas of green field, sandy desert and strips of grey your sights should soon pick them out.
The first one is quite early on (about 30 seconds into the game or so), in the right-hand corner of a field before you move over trees and into the first lot of ground-based targets.
Another can be found just after a horizontal road that runs the whole length of the screen, dead center in the green strip.
Also check to the right of the moving target on the pier after flying over the ocean for the first time.

A definite one is after the first set of tumbling walls, above and to the left of the large grey pyramid.
1 can be found in therun-up to the first mother ship - when tackling the ground targets, look where the two vertical roads are joined by a thinner horizontal strip - one is hidden in the top-left crook.
Four are located in a diagonal line before the second mother ship, and after you pass over the bird in the desert the second time there are 8 in two long rows of 4!!


There are several "Special" flags that give you an extra ship.
The Specials are not detected by your sights - but if you imagine them to be submarines moving at slow speed through horizontal strips of water, you're sure to find several.

The first Special is in the first cross screen river after three tanks that don't move.
It's usually in the lower part of the river on the far left or far right.
Its position moves around so you need to bomb the whole river.

During the first set of tumbling walls, you'll pass over a half-desert, half-forest area.
Look for a small lake shaped like a kidney with a thin stream running to the right - bomb in a straight line across the stream repeatedly (including into thelake) and you'll find one Special.
Pick it up for a bonus ship.

The third Special (there are four overall) is somewhere in a horizontal line at the tail of the first full bird in the desert.
You'll fly over one partial bird, and then later pass over one full bird.
Start bombing in a horizontal line along the bottom of the full bird's tail.


When the gray "walls" start spinning toward you, wait until you see the large gray house in the mid-left part of the screen.
Immediately fly to the left-most part of the screen and wait for your bomb sight to start blinking, then bomb away!
A tower will grow from the sand.
Bomb it, and you get a free ship.


*Hint on second mothership*
Just before the escort you are swarmed by ships and 1 anti-aircraft gun, there are 4 missile silos in a small clearing.
They are laid out in a diagonal going up from left to right.
If you leave them alone you will have an easier time getting to the second mothership.

Hit the second mothership as it is coming down!!
Don't let it start moving with you!!


Xevious includes a hidden name trick.
The display can be brought up by bombing at the extreme right of the screen at the very beginning of the game before any enemies have appeared.
The exact spot is marked by a slightly larger than normal dark shadow in the trees.
Even if you don't know the exact spot you can usually get it out by bombing all over the place over there on the right side.
You also score 1000 points for pulling this off.

This may require destroying the first two enemies that appear in that area...


*An interesting story*

One memorable game I played (on the arcade machine, with only 3 lives to start with!) was when I achieved a score of more than 400,000 - but although this was a long game, it was no longer to some others I had played around the same time but with scores in the 200,000 mark.
Quite late into the game, I was faced with four clumps of 4 shot-spewers on either side of the screen, and after bombing the first clump with one shot I was rewarded with the victory tunes of an extra life.
Bombing the clump on the other side also rang the same tunes, and the same thing happened with the other two clumps - I had suddenly gained 4 extra lives and my score had jumped from 150K to post-400K.
To this day, I still believe it to be a bug.


*Another story*

Back in the mid-eighties when I spent more time playing video games than studying for final exams, I got pretty adept at Xevious.
One afternoon, I played for about 6 1/2 hours on a quarter.
At approximately 9,950,000 points, everything you hit is worth a free ship... the key was to milk this for all it was worth before the score froze close to 9,999,990.
After this, the game continued normally without points registering when enemies were hit.
The first time I did this I noticed that beyond a certain number of free ships earned, the game started representing my remaining ships with strange symbols... must have been over a hundred or so, but who knew??
I performed this feat a few times, and the machine did the same thing approaching 9,999,990 every time.


- SERIES:


1. Xevious

2. Xevious 3D/G


- STAFF:


Evezoo End , M. Nakamura, Eirry Mov., S. Okamoto, S. Kojima


$end

#-----------------------------

#Xexex

$info=xexex,xexexj,
$bio

Xexex (c) 1991 Konami.


- STAFF:


Directored by Tom Murchie.

Program Design by Tom Murchie, Baumann, and Wady Teits.

Graphic Design by Mickey, James K kark,and  Cha Heifetz.

Sound Design by: Carol Queen, Michael Oldriver, Rosetta Stone, Shanghai Manmos

Hardware Design by jean Simons.

Title Design by Nissy Balvoa.

Character Design by Ken.Heine.

Art Directed by Maguro Banda.

Special Design by Nori Tama.

Special Effect by Screaming (Mt.Fuji).

Sub Special Effect by Tamaya Jp.

Screen Play by Coszo Gi Ken.

Planning Produced by Studio Sumomo.


$end

#-----------------------------

#XX Mission

$info=xxmissio,
$bio

XX Mission (c) 1986 UPL.


$end

#-----------------------------

#Xybots

$info=xybots,
$bio

Xybots (c) 11/1987 Atari Games.


- TIPS & TRICKS:


On the first level, don't collect any money for totally massive bonus points at the end.
And lots of cash.


You can shoot around a wall to your right by putting your gun around the corner.
You can shoot them but they cannot shoot you.


- STAFF:


Game Designer: Ed Logg

Programmers: Ed Logg, Bob Flanagan

Enginner: Doug Snyder

Technician: Cris Drobny

Animators: Sam Comstock, Mark West

Audio Designers: Earl Vickers, Hal Canon, Brad Fuller


$end

#-----------------------------

#Xyonix

$info=xyonix,
$bio

Xyonix (c) 1989 Philko.


$end

#-----------------------------

#Yakyuu Kakutou League-Man

$info=leaguemn,
$bio

Yakyuu Kakutou League-Man (c) 1993 Irem.

This game is known in US as Ninja Baseball Batman.


- STAFF:


Planner: Chinta

Graphic design: Kon-Kitakichine, Nob, Sefuhaso, Unyanya, Dama

Programer: Andrew Whiskey, Mc. Hama Amuse_Light, Hiro

Sound Effect: Aiai

Sound programer: Hayashi Sho, Jitta


$end

#----------------------------

#Yam! Yam!?

$info=yamyam,
$bio

Yam! Yam!? (c) 1990 Dooyong.

This game is also known as Wise Guy.


$end

#-----------------------------

#Yamato

$info=yamato,yamato2,
$bio

Yamato (c) 1983 Sega.


$end

#-----------------------------

#Yankee DO!

$info=yankeedo,
$bio

Yankee DO!

This game is a hack of Mr.Do!


- UPDATES:


With an American Civil War theme, apples are replaced by oil barrels, and you control Uncle Sam with a bomb instead of a clown with a snowball.
You run faster digging through the dirt than through open terrain, and the Letter monsters are always unaccompanied, and only freeze your enemies for a few seconds.
This is the hardest of the Mr. Do! hacks.


$end

#-----------------------------

#Yes/No Sinri Tokimeki Chart

$info=yesnoj,
$bio

Yes/No Sinri Tokimeki Chart (c) 03/1992 Taito.


$end

#-----------------------------

#Yie Ar Kung~Fu

$info=yiear,yiear2,
$bio

Yie Ar Kung~Fu (c) 01/1985 Konami.


- STAFF:


S. Tsuda, Y. Sugimoto, A. Inoue, H. Hori, M. Takemoto, Nishimura, S. Iwamoto, Shikama, Hasegawa, Hatano


$end

#-----------------------------

#Yokai Douchuuki

$info=youkaidk,yokaidko,
$bio

Yokai Douchuuki (c) 04/1987 Namco.


$end

#-----------------------------

#Yosaku to Donbee

$info=yosakdon,
$bio

Yosaku to Donbee (c) 1979


$end

#-----------------------------

#Youjyuden

$info=youjyudn,
$bio

Youjyuden (c) 05/1986 Irem.


$end

#-----------------------------

#Youma Ninpou Chou

$info=youma,
$bio

Youma Ninpou Chou (c) 1986 Nichibutsu.

This game is known outside Japan as Ninja Emaki.


$end

#-----------------------------

#Yuuyu no Quiz de Go!Go!

$info=yuyugogo,
$bio

Yuuyu no Quiz de Go!Go! (c) 03/1991 Taito.


$end

#-----------------------------

#Zarzon

$info=satansat,
$bio

Zarzon (c) 1981 SNK.

Licensed to Taito

This game is also known as Satan of Saturn.


$end

#-----------------------------

#Zaxxon

$info=zaxxon,zaxxon2,
$bio

Zaxxon (c) 02/1982 Sega.

A bootleg of this game is known as Jackson.


- TRIVIA:


Zaxxon is the first game to put video display in perspective.


In the game, Zaxxon is the name of the enemy robot who you must destroy.
Milton Bradley turned this and other Sega titles into board games. "Can You Complete Your Mission Before Zaxxon Zaps You?"


- TIPS & TRICKS:


To kill the robot at the end of every second level, fly at 2 1/2 units (in other words, with two blocks of your altimeter filled in and one at halfway).
Shoot 6 shots at the robot's missile, and you will kill it quickly.
If you miss, either dodge the missile, or keep firing and you can still blow up the missile.
However, you get less points for hitting the missile while it's in the air.


Flying at an altitude of 1 1/2 will allow you to hit ground targets while making their shots go harmlessly under you.


Shoot airplanes on the ground: it will reduce the number you need to kill in the space scene.
If you shoot all the airplanes in space you will get a bonus.


On the levels in outer space, start up the highest point on the upper left and start shooting immediately.
You should be able to hit the satellite right away.
If you miss, keep moving to the left and keep firing.
This works for the second satellite also.
This is important in later levels because it is possible to run out of fuel in space: if you hit the satellite, you will get some back.


There are only two levels that repeat.
The first air fortress level never gets much harder: use the same pattern for it.
On the other levels, only the gaps become narrower.


*Always keep firing*
This way you can see if you will make it through the gaps, and you can adjust your height as needed.


On the outer space levels, you can tell if you're at the same height as the enemy planes by watching the color of their canopies.
If the canopy turns white, you're at the same altitude.
This makes it much easier to grab the 1,000 point bonus for destroying 20 enemy planes, as well as to avoid their shots.


On later levels you will lose fuel quickly.
Make sure you hit as many fuel tanks as possible.
If you run out of fuel you will lose a ship.


- SERIES:


1. Zaxxon

2. Super Zaxxon


$end

#-----------------------------

#Zed Blade

$info=zedblade,
$bio

Zed Blade (c) 09/1994 NMK.

This game is known in Japan as Operation Ragnarok.


- STAFF:


Software: Ore Dayo

Graphic: Kate Seki, Ikezu Kenzi, Big Usi, Uisaku, Saiyer Kitamura, Mingmei

Sound: Santaruru


$end

#-----------------------------

#Zektor

$info=zektor,
$bio

Zektor (c) 08/1982 Sega.


- TIPS & TRICKS:


When fighting in "the city", try to stay in the upper left-hand corner.
The city boss will not shoot you there.


In each city that you travel to, you can see hidden letters.

Anyone know what they mean?

See the last alien?
He's doing a cameo from Space Fury!!


$end

#-----------------------------

#Zero Hour

$info=zerohour,
$bio

Zero Hour (c) 12/1980 Universal.


$end

#-----------------------------

#Zero Point

$info=zeropnt,
$bio

Zero Point (c) 1998 Unico Electronics.


- STAFF:


Programer: Cheong yong ik, Koo eun joong

Graphic Designer: Na jong yong, Lee gi seon, Moon sung ok, Hong you hyun

Music & Sound: Park hyo jin

Hardware: Chun Chung ok

Scenario & Director: Chun Chung ok


$end

#-----------------------------

#Zero Time

$info=zerotime,
$bio

Zero Time (c) 1979 Petaco S.A.

This game is a bootleg of Galaxian.


- UPDATES:


The title screen in this game is written in Spanish.


$end

#-----------------------------

#Zero Wing

$info=zerowing,
$bio

Zero Wing (c) 11/1989 Toaplan.


- STAFF:


Music and Sound created by Tatsuya Uemura.


$end

#-----------------------------

#Zero Zone

$info=zerozone,
$bio

Zero Zone (c) 1993 Comad.


$end

#-----------------------------

#Zig Zag

$info=zigzag,zigzag2,
$bio

Zig Zag (c) 1982 LAX.


$end

#-----------------------------

#Zing Zing Zip

$info=zingzip,
$bio

Zing Zing Zip (c) 1992 Allumer / Tecmo.


$end

#-----------------------------

#Zoar

$info=zoar,
$bio

Zoar (c) 03/1982 Data East.


$end

#-----------------------------

#Zodiack

$info=zodiack,
$bio

Zodiack (c) 1983 Orca.


$end

#-----------------------------

#Zoo Keeper

$info=zookeep,zookeep2,zookeep3,
$bio

Zoo Keeper (c) 1982 Taito.


- TRIVIA:


Originally called King Crab, Zoo Keeper was one of the few American-designed games that Taito released  (with Space Dungeon and Qix being two others).

Early machines had a bug in which the player could turn the machine off and on and get one or two free credits.


- TIPS & TRICKS:


*Very low-benefit trick*
Start the game and immediately crash into an animal.
If you have never jumped before this silly action, you won't lose a life: the game will simply advise you that you need to jump over animals to avoid them and round 1 will start again from its beginning.
This seems actually to depend on a time limit.
You can get away with proceeding clockwise around the cage, waiting at the spot where the first mug appears, then moving to the second mug's spot.
Immediately after you collect the second mug, run into an elephant.
The way this usually works is that you have to jump two elephants on your way around, but the game still gives you a free life.
Best of all, you get to keep the points you scored!


*An obscure trick*
On the coconut levels, when you jump onto the top ledge, you get some points.
Jump off the ledge then onto it again: you'll get twice as many points.
And again, for four times as many.
The bonus keeps doubling until 300K per land.
The best level to try this on is the board where the ledges are invisible.
It's kind of hard to jump on then off, but so few coconuts are thrown that you have lots of room for error.


- STAFF:


Designed by John Morgan and Keith Egging.

Programmed by John Morgan, Rex Battenberg, and Mark Blazczyk.

Music and Sound Effect by Tom Fosha.


$end

#-----------------------------

#Zunzunkyou No Yabou

$info=zunkyou,
$bio

Zunzunkyou No Yabou (c) 1994 Sega.


$end

#-----------------------------

#Zwackery

$info=zwackery,
$bio

Zwackery (c) 1984 Bally Midway.


$end

#-----------------------------

#Zzyzzyxx

$info=zzyzzyxx,zzyzzyx2,
$bio

Zzyzzyxx (c) 11/1982 Advanced Microcomputer / Cinematronics.

This game is also known as Brix.


$end

#-----------------------------

#THE END!
